Chapter 13 begins with a discussion of the philosophy and definition of the Rapid Iterative Testing and Evaluation (RITE) method. It then delves into the benefits of this method and provides practical notes on running RITE tests effectively. The chapter concludes with an overview of the original case study behind […]
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Chapter 22 discusses the inevitability of biases when testing under lab conditions. It describes the difficulties obtaining the data needed by researchers and the difficulties projecting them to everyday situations. Lastly, it provides advice and guidelines to reduce biases in the study to increase its validity and obtain more useful […]
Chapter 8 describes each of the eight methods for player research we have used, and covers why the method is used in the context of player research, how it is executed, the time taken, and what is delivered as a result. Each of the methods has been refined over the […]
As user experience (UX) research in game development becomes more established,many studios are now incorporating UX practices within their studio. However, thematurity level of UX within a studio can vary widely, from those who are hostiletowards UX up to those who embrace UX at all levels in the organization.Chapter 5 […]
Chapter 27 provides an overview of challenges that emerge from the involvement of players with special needs in game development, focusing on user involvement in early design stages and challenges that emerge during playtesting. Through three case studies focusing on young children, people with disabilities, and older adults, we offer […]
Chapter 7 provides bite-sized summaries of the most common methods of theGames User Research (GUR) field. It then focuses on the questions to be consideredwhen constructing and combining GUR methods. It concludes with a discussion ofwhat methods best address what questions.
Game analytics (GA) provides new ways to conduct user research, counteracting some of the weaknesses of traditional approaches while retaining essential compatibility with the methodologies of Games User Research (GUR). Chapter 19 provides an overview of what GA is and how it fits within the daily operations of game development […]
Games User Research (GUR) methods and principles are evolving rapidly in keeping pace with the innovation rates in games. Every day brings new insights and practices, and new technologies keep expanding the boundaries of GUR. In Chapter 31, we briefly outline some of the areas where innovations are being made […]
Games User Research is filled with information about Game UX and Games User Research. Let’s walk you through some core ideas and concepts of user experience (UX) here.
The book provides a comprehensive overview and a definitive guide to methods and practices within the Games User Research (GUR) and Game User Experience (UX) that exists, covering all aspects of user research and UX in games.