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Games user research

Author: Anders Drachen; Pejman Mirza-Babaei; Lennart E Nacke
Publisher: Oxford, United Kingdom : Oxford University Press, 2018. ©2018
Edition/Format:   eBook : Document : English : First editionView all editions and formats
Summary:
Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field.
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Games user research.
Oxford, UK ; New York : Oxford University Press, 2018
(DLC) 2017958357
(OCoLC)1000435271
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Anders Drachen; Pejman Mirza-Babaei; Lennart E Nacke
ISBN: 9780191836336 0191836338 9780192513915 0192513915
OCLC Number: 1020066667
Description: 1 online resource (xxiv, 524 pages)
Contents: Cover; Foreword; Contents; Author Bios; 1 Introduction to games user research; Part I Games User Research in production; 2 Games user research as part of the development process in the game industry: challenges and best practices; 3 It is all about process; 4 Post-launch in Games User Research; 5 User experience maturity levels: evaluating and improving games user research practices; 6 Designing a games user research lab from scratch; Part II Methods: Testing Things you play; 7 An overview of GUR methods; 8 A framework for player research; 9 Surveys in Games User Research 10 Interviewing players11 Observing the player experience: the art and craft of observing and documenting Games User Research; 12 The think-aloud protocol; 13 The Rapid Iterative Test and Evaluation Method (RITE); 14 Heuristics uncovered for Games User Researchers and game designers; 15 Heuristic evaluation of playability: examples from social games research and free-to-play heuristics; 16 Introduction to biometric measures for games user research; 17 Developing actionable biometric insights for production teams: case studies and key learnings 18 Reporting user research findings to the development team;19 Game analytics for Games User Research; Part III Case Studies and Focus Topics; 20 Punching above your weight: how small studios can leverage data for an unfair advantage; 21 Affordable and data-driven user research for indie studios; 22 "Play as if you were at home": dealing with biases and test validity; 23 Dissecting the dragon: GUR for Dragon AgeTM: Inquisition; 24 Running user tests with limited resources and experience; 25 Starting from scratch: pragmatic and scalable guidelines to impactful games user research 26 Strategies for understanding and researching mobile games in context; 27 Involving players with special needs in games user research; 28 Gamer motivation profiling: uses and applications; 29 Social network analysis in Games User Research; 30 A short guide to user testing for simulation sickness in Virtual Reality; Conclusion: The Future of Games User Research; 31 Frontlines in Games User Research; Index
Responsibility: edited by Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke.

Abstract:

Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development  Read more...

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From practical methods and pragmatic takeaways across the wide spectrum of game development, to more thoughtful future-thinking topics, this book is a wonderful entry point into the burgeoning field Read more...

 
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