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Games User Research
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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.
- ISBN-100198794843
- ISBN-13978-0198794844
- PublisherOxford University Press
- Publication dateMarch 25, 2018
- LanguageEnglish
- Dimensions1.19 x 6.14 x 9.21 inches
- Print length560 pages
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Editorial Reviews
Review
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
- Best Sellers Rank: #742,896 in Books (See Top 100 in Books)
- #916 in Digital Audio, Video & Photography
- #1,117 in Computer Graphics & Design
- #1,442 in Video & Computer Games
- Customer Reviews:
About the authors
Discover more of the author’s books, see similar authors, read book recommendations and more.
Anders Drachen, PhD, (born 1976) is Professor and Head of the Game Development and Learning Technologies Unit at the Maersk McKinney-Moeller Institute, University of Southern Denmark, as well as Lead Analyst for Weavr, which is building new data-driven audience experiences across esports and sports and Co-Director for the Arena Research Cluster, an international research network focused on innovation in esports and sports. He is also affiliated with various universities, committees and networks, e.g. the Digital Creativity Labs (former co-director), a UK Digital Economy Hub and World Centre for Excellence, which connects 100+ partners in delivering impact-driven research in games, interactive media and the rich space in which they converge at the University of York (UK), the Turing Institute data visualisation SIG, the IGGI Centre for Doctoral Training, and is adjunct faculty at the University of Ontario Institute of Technology.
He is recognized as one of the world’s most influential people in business intelligence in the Creative Industries, and a core innovator in the domain with 170+ publications across game analytics and games user research. His work has assisted major international game publishers, as well as SMEs, make better decisions based on their data. As an interdisciplinary, veteran data scientist, his work has reached across user behaviour, user experience, business intelligence, big data, machine learning, information systems, human-computer interaction, digital business transformation, data visualisation, audience interaction, design, psychology and health.
He is editor/author of three field-defining books in the Creative Industries domain: Game Analytics – Maximizing the Value of Player Data, which has seen about 200,000 downloads, Games User Research, a standard work of reference in the games industry, and Game Data Science.
His research has been covered by international print and online media worldwide. Major national print and online news outlets such as Wired, New York Post and Forbes have covered his research which has attained global attention on multiple occasions. His research work has received five best paper awards and two honourable mentions at major conferences including the Eleventh Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) in 2015 and the ACM CHI Conference on Human Factors in Computing Systems in 2019.
He was part of the team behind the International Game Development Association’s Special Interest Group on Games Research and User Experience, which today counts over 2900 members worldwide. He is a member of the International Game Development Association’s Special Interest Group on Game Analytics. He is a member of Turing Institute Special Interest Group on Data Visualisation and the Council of Professors and Heads of Computing in the United Kingdom. He is a member of multiple other international special interest groups and committees.
He has organized several international conferences and workshops and served on dozens of conference committees. He collaborates with international networks of colleagues in academia and industry and works with students worldwide on research projects. He is a strong proponent for work-integrated learning and an active partner for the Creative Industries in matchmaking students for internships and careers.
Having lived and worked on four different continents, Anders Drachen has had the mixed pleasure of fending off three shark attacks in Africa and Australia. He is also the youngest Dane in history to publish a cooking book – dedicated to ice cream. In his spare time, he writes books for children about technology and economics.
Lennart Nacke, Ph.D., is the director of the HCI Games Group and an associate professor for user experience research and game design at the University of Waterloo. He is a world-leading authority on gamification and user experience in video games, with a special focus on physiological metrics and gameful design. He has authored many research publications on these topics, which have been cited thousands of times. He can be found on Twitter (@acagamic) and is also working as a gamification and user experience consultant with his company MotiviUX. He chaired the Computer-Human Interaction (CHI) PLAY 2014 and Gamification 2013 conferences and was the chair of the CHI PLAY steering committee. He is an editor of multiple research journals and was a subcommittee co-chair of the CHI conference. 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. His research group writes articles at www.hcigames.com, teaches a heuristics course at gamefuldesign.hcigames.com, publishes videos at youtube.com/hcigames, and they also tweet from @hcigamesgroup. He loves karaoke, chocolate, and beaches, not necessarily in combination.
Customer reviews
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Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
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- Reviewed in the United States on September 13, 2023Bought this for my brother for his 21st bday. He loved it.
- Reviewed in the United States on February 3, 2020Perfect condition, no dents or damage to the product.
- Reviewed in the United States on June 26, 2018The best introductory book of GUR, basically covers every GUR topics.
Top reviews from other countries
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Cliente AmazonReviewed in Spain on February 8, 2019
5.0 out of 5 stars GAMES USER RESEARCH
Contenido interesante
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NattReviewed in Germany on December 1, 2018
5.0 out of 5 stars Perfect GUR Introduction
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.
- HeatherReviewed in Canada on April 25, 2018
5.0 out of 5 stars A must read for this field
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 IYERReviewed in India on June 4, 2018
5.0 out of 5 stars Five Stars
Great book. Must have for anybody looking into Gaming User Research and best practices.
- Amazon CustomerReviewed in the United Kingdom on April 14, 2018
5.0 out of 5 stars A must read for anyone who faces tough product decisions daily in the gaming industry
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.