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.
  •   Isbiste, K. & Hodent, C. (2022).  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.
GUR Methods
  •  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.
Accessibility
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.