You are on page 1of 5

See discussions, stats, and author profiles for this publication at: https://www.researchgate.

net/publication/262214587

Games user research: practice, methods, and applications

Conference Paper · April 2013


DOI: 10.1145/2468356.2479651

CITATIONS READS

27 4,718

5 authors, including:

Pejman Mirza-Babaei Veronica Zammitto


Ontario Tech University Electronic Arts
79 PUBLICATIONS   728 CITATIONS    22 PUBLICATIONS   144 CITATIONS   

SEE PROFILE SEE PROFILE

Some of the authors of this publication are also working on these related projects:

Collaboration, Communication, and Territory View project

Player Experience of Audio in Games View project

All content following this page was uploaded by Pejman Mirza-Babaei on 04 October 2017.

The user has requested enhancement of the downloaded file.


Workshop Summary CHI 2013: Changing Perspectives, Paris, France

Games User Research: Practice,


Methods, and Applications

Pejman Mirza-Babaei Mirweis Sangin Abstract


University of Sussex Sony Computer Entertainment Games User Research (GUR) is an emerging field that
Brighton, UK Europe ties together Human-Computer Interaction (HCI) and
Game Development. The GUR community has rapidly
pejman.m@acm.org London, UK
evolved over the past few years (spawning an Interna-
mirweis_sangin@scee.net tional Game Developers Association Special Interest
Veronica Zammitto Group). In this workshop, we are investigating different
Electronic Arts Lennart E. Nacke methodologies currently used in practice. We will high-
Burnaby, BC, Canada University of Ontario Institute of light benefits and drawbacks in assessing game design
vzammitto@ea.com Technology issues hoping to gain insights into player experience.
The outcome will be a collection of best practices on-
Oshawa, ON, Canada
line, showing practitioners and researchers how to ap-
Joerg Niesenhaus Lennart.Nacke@acm.org
ply these techniques. We will also peer-review and pub-
University of Duisburg-Essen lish extended versions of paper submissions in a Cogni-
Duisburg, Germany tive Science Research Papers Special Issue on GUR.
joerg.niesenhaus@uni-due.de This will extend the discussion of topics beyond the
workshop and serve as a platform for future work.

Author Keywords
Games User Research; Video Games; Game Design;
User Experience; Usability

ACM Classification Keywords


D.2.10 [Software Engineering]: Design - Methodologies

Introduction
Copyright is held by the author/owner(s). Games user research (GUR) is a new area using eval-
CHI 2013 Extended Abstracts, April 27–May 2, 2013, Paris, France. uation methods from HCI and Psychology for improving
ACM 978-1-4503-1952-2/13/04. game design to enhance the user experience (UX) [1,

3219
Workshop Summary CHI 2013: Changing Perspectives, Paris, France

9]. Although traditional evaluation methods have made workshop at CHI 2013 will focus on the adaptation of
progress towards understanding the usability of produc- the methods and techniques in academia and industry
tivity applications and websites, the specific characte- focusing on the ‘how-to’ of, for instance, methodologi-
ristics of video games mean that many established me- cal setups, expert and player recruitment, analysis
thods of user research cannot be applied in the same techniques and technical solutions.
way for video games evaluation. For example, frustra-
This workshop will focus on a developing trend of HCI
tion is allowed in games as long as it is part of the
techniques being translated into the Games User Re-
game design and embedded in the game loop. There-
search field (e.g., [6,7]); the plurality of early adop-
fore, optimization of evaluation methods suitable for
tions calls for a methodological revision from both prac-
Figure 1: Working materials from GUR is an important topic for the HCI community.
titioners and academics.
the CHI 2012 GUR Workshop. During these first years of GUR, the adaptations of pro-
This workshop serves as a milestone in the field to criti-
ductivity evaluation methods to entertainment have
cally discuss how diverse adaptations of methods con-
provided an undeniable advancement of the field [1,2].
verge and differentiate within the games user research
However, the variety of adaptations and the lack of
community, in both academic and industry settings.
consistency in variable-manipulation could be seen as
shortfalls in assessing methodological efficiency and The workshop invites contributions on the following
Figure 2: A collection of methods reliability. This situation reverberates in industry set- topics:
on sticky notes used for discussion. tings, where methodological optimization has a direct
impact on including GUR in the development process 1. Industry practice (e.g., case studies)
and on return on investment (ROI). 2. Methods (e.g., how to design calibrated question-
naires)
While there have been player research and game UX
workshops before (e.g., [3,4,8]), the CHI 2012 GUR 3. Analysis techniques (e.g., automatic video analysis
workshop [5] participants identified different GUR through face recognition)
methods and techniques such as, for example, A/B 4. Solutions (e.g., presenting new techniques to deal
testing, interviews, heuristic evaluation, game ana- with a particular issue)
lytics, ethnography, eye tracking and/or physiological
Workshop Goals
measures. Practitioners and academics discussed the
The workshop will invite contributions in the topics de-
pros and cons of the techniques based on the experi-
scribed above. Position papers and industry contribu-
ence in their respective fields by using examples of ex-
tions along with authors’ short bio will be reviewed in
Figure 3: Games User Research ploratory and hypothesis-driven design problems (see
light of the relevance and quality. On the day of the
Workshop Poster from CHI 2012. Figure 1 and 2).
workshop, participants will be invited to present an
The results were crafted into a poster presentation (see overview of their work, and will collaborate together in
Figure 3) and a wiki to distribute the gathered knowl- practical group sessions to explore the potential rela-
edge. Building upon this knowledge repository, the tionship between academic methodologies, and prac-

3220
Workshop Summary CHI 2013: Changing Perspectives, Paris, France

tice-oriented development. For example, to sketch out ing IGDA GUR SIG community4. Participants will be
a model of how, what, and when different approaches asked to comment on the topics from the community
can be applied during the game development lifecycle. website before the workshop as a way to prepare for
the discussions within the workshop, with content mi-
Industry representatives from the organizing team and
grating to the Wiki on a running basis. Furthermore,
from participants will present practical issues involved
participants will be asked to submit a series of GUR
in GUR during game development as well as current
problems beforehand and the organizers will select the
practices for dealing with them. In turn, research me-
most relevant to discuss during the workshop and
thodologies and theoretical game research contribu-
share current practices and brainstorm better solutions.
tions will be presented and critically evaluated for their
potential to contribute to the real world of game devel- Workshop
opment and production. The workshop will be run over a single day. During the
initial orientation, workshop organizers and participants
Participants will benefit from being introduced to cut-
will present an overview of their own work, issues fac-
ting edge research approaches and from the opportuni-
ing them, and current best practices in their field. The
ty to discuss and review their own work with leading
afternoon sessions will provide an opportunity for par-
experts in the field. Furthermore, the gathering of a
ticipants to gather together into smaller teams to colla-
large number of research institutions and game devel-
boratively address issues relevant to their group. In
opment studios means participants will have a unique
these practical task sessions, problems encountered in
opportunity for networking and crosspollination.
real-world settings will be discussed with the goal of
Workshop Plan proposing methodological approaches for their resolu-
Pre-Workshop tion. It is expected that this could form the start of fu-
We will ask participants to prepare position papers, ture collaboration between the participants. The out-
practice videos, or case study presentation slides, come of the group exercise will be presented and do-
which will be posted on a community website before cumented on the Wiki.
the workshop1. We have also put together a GUR Wiki2
At the end of the workshop, we will reflect on the work-
for the workshop, acting as an anchor point for know-
shop results. As we discuss how to continue the discus-
ledge building. In addition, we have prepared a
sion. Summaries of discussions and presentations will
Google+ community3 and will be using the #chigur
be documented on the websites as well as the Wiki.
Twitter hashtag from last year’s workshop again to en-
courage community participation and online social net- Post-Workshop
working between workshop participants and the exist- Organizers of the workshop will make sure that sum-
maries of workshop events are documented in a clear
1
http://hcigames.businessandit.uoit.ca/chigur/
2
http://hcigames.businessandit.uoit.ca/gur/
3 4
http://goo.gl/zlijK http://www.linkedin.com/groups?gid=1873014

3221
Workshop Summary CHI 2013: Changing Perspectives, Paris, France

and concise way. This will be done through constant Jacko and A. Sears, eds., The Human-Computer Inter-
review and edits after the workshop. action Handbook: Fundamentals, Evolving Technolo-
gies, and Emerging Applications. L. Erlbaum Associates
Outcome Inc. (2003), 883–906.
This workshop is designed as a community-building [2] Lazzaro, N. and Keeker, K. What's my method?: A
activity and its most noticeable output may not be game show on games. In Proc. of CHI EA’04, ACM Press
tangible but in the social connections formed and the (2004), 1093–1094.
exchange of knowledge between workshop participants [3] Nacke, L., Drachen, A., Korhonen, H., Kuikkaniemi,
and the GUR community. Following the workshop, we K., Niesenhaus, J., van den Hoogen, W. Poels, K., IJs-
aim to pass on to the community a review of the selsteijn, W., de Kort, Y. Playability and Player Expe-
rience Research. In Proc. of DiGRA 2009, DiGRA
event’s talks and presentations, to facilitate ongoing
(2009). http://www.digra.org/dl/db/09287.44170.pdf
dialogue between workshop participants and peers in
the field. The results of the workshop will be presented [4] Bernhaupt, R., Ijsselsteijn, W., Mueller, F., Tscheli-
gi, M. and Wixon, D. Evaluating user experiences in
through the following portals: The GUR Wiki, the CHI
games. In Proc. of CHI EA'08, ACM Press (2008),
GUR workshop website and a poster at CHI2013—the 3905–3908.
poster will describe the workshop and present a sum-
[5] El-Nasr, M.S., Desurvire, H., Nacke, L., Drachen,
mary of findings to the CHI audience. We will make the A., Calvi, L., Isbister, K., and Bernhaupt, R. Game user
position papers available on the workshop’s website as research: Exploring Methodologies. In Proc. of CHI EA
well as the videos of the workshop talks, presentations '12, ACM Press (2012), 2679–2682.
and highlights. Accepted submissions will be invited to [6] McAllister, G. and White, G.R. Videogame develop-
revise and extend their papers to be peer-reviewed and ment and user experience. In R. Bernhaupt, editor,
published as a Cognitive Science Research Papers Spe- Evaluating User Experience in Games. Springer (2010),
cial Issue on Games User Research (issue number: 107–128.
CSRP 604 – ISSN: 1350-3162) by the University of [7] Nørgaard, M. and Sørensen, J.R. Organizational
Sussex, and indexed by, for example, the British Li- challenges for user research in the videogame industry:
brary and Google Scholar. Overview and advice. In K. Isbister and N. Schaffer,
editors, Game Usability: Advancing the Player Experi-
Acknowledgments ence. Morgan Kaufmann (2008), 7–27.
We would like to thank the IGDA GUR SIG community [8] Bernhaupt, R., Eckschlager, M. and Tscheligi, M.
members and the CHI 2012 GUR workshop organizers Methods for evaluating games: How to measure usabil-
for supporting this workshop. Lennart Nacke would like ity and user experience in games? In Proc. of ACE
to thank NSERC, GRAND NCE (AFEVAL), SSHRC (895- 2007, ACM Press (2007), 309–310.
2011-1014) and UOIT for their research support. [9] Fierley, R. and Engl, S. User experience methods
and games: Lessons learned. In Proc. of BCS HCI 2010.
References British Computer Society (2010), 204–210.
[1] Pagulayan, R., Keeker, K., Wixon, D., Romero, R. L.
and Fuller, T. User-centered design in games. In J. A.

3222

View publication stats

You might also like