Games User Research Lab
Lecture Unit 1 - Introduction GUR
Slide:
Chyba: Odkazovaný objekt neexistuje nebo nemáte právo jej číst.
https://is.muni.cz/el/fi/podzim2023/PV283/um/lecture_-_slides/GURLab_Intro.pdf
Unit content:
- Goal of the course
- Presentation of the practical part
- What games user research is
- First study design step
- Research objectives
Practical part - Overview:
For grading, it is necessary….
- to select 2 games: 1 for expert evaluation and 1 for playtesting
- to write 2 reports and to give 2 presentations: 1 for expert evaluation and 1 for playtesting
- to get2 OKs after positive checking of the reports from the tutors
Expert evaluation
- Students take on the role of an expert and use heuristics (will be presented in the lecture unit) to systematically analyze and evaluate a game
- It is also important that they learn how to create such a report (how such a report should look like will be presented in the lecture units)
- For this task they can select a game (but not an own developed game) and also no AAA game, because it is already often well balanced and usually thoroughly tested
Playtesting
- Students can select a game (no AAA game) or their own game (which is preferred)
- The game has to be tested with at least 10 players and students have to select at least three methods (methods will be presented in the lecture unit)
- Similar to the expert evaluation, they have to write and submit a report which will be presented
Further interesting literature:
- Drachen, A., Mirza-Babaei, P., & Nacke, L. E. (Eds.). (2018).
Games user research. Oxford University Press.
- Bromley, S. (2021). How to Be a Games User Researcher: Run Better
Playtests, Reveal Usability and Games UX Issues, and Make Games Better.
Independently Published.
- Hodent, C. (2017). The gamer's brain: How neuroscience and UX can
impact video game design. CRC Press.
- Game Usability: Advice from the Experts for Advancing Ux Strategy and Practice in Videogames. CRC Press.
- Lloyd, G. (2022): Mobile Playtesting Playbook: Make Better Games by
Testing Early and Often. Independently published.
- Hoonhout, H. C. M. (2008). Let the game tester do the talking: think aloud and interviewing to learn about the game experience. In K. Isbister and N. Schaffer (eds.), Game Usability: advice from the experts for advancing the player experience (pp. 65–77). Amsterdam: Elsevier/Morgan Kaufmann.
- Desurvire, H., & Wiberg, C. (2009, July). Game usability
heuristics (PLAY) for evaluating and designing better games: The next
iteration. In International Conference on Online Communities and Social
Computing (pp. 557-566). Springer, Berlin, Heidelberg.
- Desurvire, H., Caplan, M., & Toth, J. A. (2004). Using Heuristics
to Evaluate the Playability of Games. Extended Abstracts CHI 2004,
1509–1512.
- Schaffer, N. (2007). Heuristics for Usability in Games. Rensselaer
Polytechnic Institute, White Paper.
- Laitinen, S. (2008). Usability and playability expert evaluation. In
K. Ibister & N. Schaffer (Eds.), Game Usability. pp. 91–111.
Burlington: Elsevier.
GDA Game Accessibility SIG. 2021. For Developers & Researchers—IGDA Game Accessibility SIG: https://igda-gasig.org/how/for-developers-researchers/
HCI general - evaluation:
- Wilson, C. (2009). User experience re-mastered: your guide to getting
the right design. Morgan Kaufmann.
- Rubin, J., & Chisnell, D. (2008). Handbook of usability testing: how to plan, design and conduct effective tests. John Wiley & Sons.
- to take good notes: