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Games User Research

4.8 out of 5 stars 41 ratings

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Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX.

This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX.

Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in
Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

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Editorial Reviews

Review

"Games user research has come a long way in the last 2 decades, and this book is a testament to that progress. With chapters on lab setup and recruiting all the way to doing research on VR, this book covers it all. It will be a great resource for those getting into the field as well as industry veterans. I can confidently say that if you are involved in games user research there will be something of value to you in this book." -- Bruce Phillips, PhD, Xbox Research at Microsoft

"User research is a commonly underestimated but incredibly important part of the design and ongoing evolution interactive products. Anyone building interactive applications should consider and evaluate the user experience, and in games there is a great deal of knowledge on this. Games User Research unlocks that knowledge and makes it actionable for everyone." -- Dr. Christian Thurau, co-founder of Twenty Billion Neurons and Game Analytics

"Over the last 15 years, game user research has evolved into a distinct and innovative field, spearheading methods like data analytics or biometrics for user research. Yet researchers and students in HCI and games had no easy entryway into this body of work -- until now. Game User Research is poised to become the reference handbook and default textbook of the field: comprehensive, succinct, and accessible. This book has been long overdue." -- Dr Sebastian Deterding, Reader, Digital Creativity Labs, University of York, UK

"Game user research is a vital part of game development, but getting a handle on how to work with players to improve the game experience can be challenging. This book is loaded with wisdom from dozens of professionals across industry and academia, and provides an invaluable resource on how to build the best strategy for user research." -- Ian Livingstone CBE, Chairman, Sumo Digital

"For a startup providing predictive analytics solutions for digital games, this book is a great compendium and contains a precious list of use cases. It does not only cover game analytics in detail but also presents a great overview on the state-of-the-art in game user research." -- Fabian Hadiji, CEO, Goedle.io

"So many books, so little time: this is the must read for anyone in industry working on gameful experiences." -- Regina Bernhaupt, Director User Experience Research, Ruwido Austria GmbH

"The Games User Research book gathers a broad spectrum of methods from the perspective of experts from both industry and academy. It will no doubt prove valuable to anyone interested in getting up to speed on this important topic." -- Katherine Isbister, Professor of Computational Media, UC Santa Cruz and author of Game Usability

"If you have an interest in understanding the science of interaction design in games, just read this book." -- Mike Ambinder, Experimental Psychologist, Valve Corporation and Affiliate Assistant Professor, University of Washington

"This book is an impressive community effort with the editors incorporating the work of dozens of contributors, which makes for a thorough overview filled with a diversity of perspectives around games user research, and an invaluable resource for us all." -- Drew Davidson, Director and Teaching Professor, Entertainment Technology Center, Carnegie Mellon University

"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 of games user research." -- Randy Pagulayan, Ph.D., Director of User Research, Xbox and Microsoft Studios

"This book is a wonderful addition to our reference library, providing a comprehensive overview of the burgeoning field of games user research." -- Christophe Carvenius, Tactile Entertainment

About the Author


Anders Drachen,
Veteran Data Scientist, University of York,Lennart Nacke, Associate Professor, HCI Games Group, University of Waterloo, Pejman Mirza-Babaei, Associate  Professor, Ontario Tech University

Dr. Anders Drachen, Ph.D. is a veteran Data Scientist, Professor at the Digital Creativity Labs, University of York (UK). His multiple award-winning work in data- and game science is focused on game analytics and business intelligence. His research and professional work is carried out in
collaboration with companies spanning the industry. He is one of the most published scientists worldwide on game analytics, virtual economics, user research, game data mining, and user profiling. He is a former member of the board of the IGDA SIG on Game User Research.

Lennart Nacke, PhD, is the director of the HCI Games Group and an associate professor for human-computer interaction and game design at the University of Waterloo. He is a world-leading authority on the cognitive and emotional aspects of player experience in video games, with a special focus on
physiological metrics and gameful design. He has authored more than 100 research publications on these topics, which have been cited more than 8,000 times. He is also working as a gamification and user experience consultant. He chaired the Computer-Human Interaction (CHI) PLAY 2014 and Gamification
2013 conferences, and is currently the chair of the CHI PLAY steering committee. He is an editor of multiple research journals and a subcommittee co-chair of CHI 2017 and CHI 2018. He has served on the steering committee of the International Game Developers Association Special Interest Group on
Games User Research and loves the GUR community.

Dr. Pejman Mirza-Babaei is an Associate Professor for Human-Computer Interaction and Games User Research at Ontario Tech University. He is also the UX Research Director at Execution Labs.

Product details

  • Publisher ‏ : ‎ Oxford University Press
  • Publication date ‏ : ‎ March 25, 2018
  • Language ‏ : ‎ English
  • Print length ‏ : ‎ 560 pages
  • ISBN-10 ‏ : ‎ 0198794843
  • ISBN-13 ‏ : ‎ 978-0198794844
  • Item Weight ‏ : ‎ 1.89 pounds
  • Dimensions ‏ : ‎ 1.19 x 6.14 x 9.21 inches
  • Customer Reviews:
    4.8 out of 5 stars 41 ratings

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  • Cliente Amazon
    5.0 out of 5 stars GAMES USER RESEARCH
    Reviewed in Spain on February 8, 2019
    Contenido interesante
    Report
  • Natt
    5.0 out of 5 stars Perfect GUR Introduction
    Reviewed in Germany on December 1, 2018
    Das Buch gefällt mir sehr, weil es zu allen notwendigen Bereiches des GURs eine Einleitung gibt.
    Die Texte sind klar und verständlich geschrieben und bieten Einblicke in Entwicklungsprozesse größerer Firmen (EA, Ubisoft etc.).
    Für mich als Neuling im GUR Bereich ist das derzeit meine "Bibel" wo ich alles nachschlage.
    Die Referenzen und Ressourcen am Ende der Kapiteln sind ebenfalls sehr hilfreich.
  • Heather
    5.0 out of 5 stars A must read for this field
    Reviewed in Canada on April 25, 2018
    There aren't a lot of texts out there for Games User Research yet, in spite of it being such a growing field, and I was excited to see how thorough this one is. Experienced contributors from a variety of academic & game dev backgrounds give this text a well-rounded feel (and as someone who works in the field myself, I see a lot of reputable names among the contributors). A must read for people working or interested in the field.
  • ABHISHEK IYER
    5.0 out of 5 stars Five Stars
    Reviewed in India on June 4, 2018
    Great book. Must have for anybody looking into Gaming User Research and best practices.
  • Amazon Customer
    5.0 out of 5 stars A must read for anyone who faces tough product decisions daily in the gaming industry
    Reviewed in the United Kingdom on April 14, 2018
    One of the most informative, structured and actionable research books in the field. A valuable resource for researchers and also UX/UI designers working on games. If you are faced with tough decisions related to building your product on a day to day basis this book will provide you with actionable methodologies that are proven.