Computing Reviews
Today's Issue Hot Topics Search Browse Recommended My Account Log In
Review Help
Search
Games user research
Drachen A., Mirza-Babaei P., Nacke L., Oxford University Press, Inc., New York, NY, 2018. 560 pp. Type: Book (978-0-198794-84-4)
Date Reviewed: Jul 2 2020

Games user research (GUR) is a developing field that provides insight into game development, testing, and evaluation, incorporating player/user involvement and the playing and development environments. GUR tends to focus on the game playing philosophy, using enhanced infrastructure on games development and the testing environment. The editors collect GUR insights from playing and user experience (UX) in testing and evaluation as the main essence of this book. This work assimilates many aspects and interfaces of GUR.

This edited book consists of 31 chapters, that is, 29 research papers spread over three parts, an introduction, and a conclusion. The three parts include “Games User Research in Production“ (chapters 2 through 6), “Methods: Testing Things You Play” (chapters 7 through 19), and “Case Studies and Focus Topics“ (chapters 20 through 30). In chapter 1, the editors introduce the GUR field, this book, and themselves, and acknowledge the advisory board, the GUR community, and the students involved in the making of this book.

Chapter 2 discusses GUR as an integrated step in the development of games by the gaming industry, including difficulties and solutions. In chapter 3, the author details the essentiality of GUR in game development. Chapter 4 explains post-launch GUR, its benefits, and strategies for evaluating UX. Chapter 5 illustrates maturity levels as a factor in evaluating UX and improving GUR implementations. In chapter 6, the author describes the steps involved in the development of GUR labs from their beginning.

Chapter 7 presents an overview of GUR methods, derivations, and individual as well as combinatorial implementations. In chapter 8, the authors explore a framework for player research and a detailed description of about eight commonly used methods in GUR. Chapter 9 provides surveys in GUR, focusing on method usage guidelines and problem-solving approaches.

Several player interviews, interview preparations, and in-session and final interviewing tips are included in chapter 10. In chapter 11, the author investigates observational (player behavior and usability events) techniques about player experience, or UX, and its assimilation in GUR. Chapter 12 deals with the think-aloud protocol in GUR, with its introduction, applicability, and advantages and disadvantages.

Chapter 13 introduces a rapid iterative test and evaluation (RITE) method, using the original 2002 case study of Age of Empires II. Chapter 14 estimates the game approachability principle (GAP) heuristics for game user researchers and game designers. In chapter 15, the authors focus on playability heuristics, using social games research and free-to-play rules. Chapter 16 extends GUR involving biometric measures with physiological justifications for captured biometric data and its tradeoffs.

The authors explore actionable biometrics in game development and production through case studies in chapter 17. In chapter 18, the author highlights GUR findings through production team reports. Chapter 19 gathers game analytics for implementation in different GUR methods.

Chapter 20 discusses how small game production studios are implementing and influencing GUR data. In chapter 21, the authors present studies on indie studios taking advantage of economical data-driven GUR. The main highlights of chapter 22, “Play as If You Were at Home,” deal with GUR biases and test validity. Chapter 23 looks at the implementation of GUR methods in the design and serial development of Dragon Age: Inquisition. In chapter 24, the author highlights the limitations of the available resources and UX for running user tests. The authors cover available resources and practical GUR guidelines from the very beginning in chapter 25.

Chapter 26, on mobile and touchscreen games, considers study methods like diary studies and research using GUR. Chapter 27 determines and provides game player essentials, including young children, people with disabilities, and older adults. Gamer motivations, their uses and applications through player preferences, and in-game behaviors make up chapter 28. Chapter 29 interlays player and in-game analytics in GUR from social networks to understand player behavior. In short, chapter 30 is a guide to game user testing in virtual reality, addressing an issue known as simulation sickness. Chapter 31 concludes with the “frontlines” and future of GUR.

The editors acknowledge the time spent completing this book, about two years, and the passionate involvement of more than 80 amazing people. Insights into game development and production, user/player evaluation and testing, real-time game playing experiences, and case studies are lucidly analyzed, which makes this book a pleasure to read. It is also an interesting read for students, research scholars and academics, professionals, and game developers and testers working in the area of GUR development and evaluation.

Some competing titles on GUR discuss UX evaluation in games, illustrating in detail concepts and methods [1], the fundamentals and procedures of game UX evaluation [2], maximizing UX data and improving GUR via player performance [3], and game development techniques based on player performance and UX [4].

More reviews about this item: Amazon

Reviewer:  Lalit Saxena Review #: CR147008 (2012-0291)
1) Bernhaupt, R. (Ed.) Evaluating user experience in games: concepts and methods. Springer, New York, NY, 2010.
2) Bernhaupt, R. (Ed.) Game user experience evaluation. Springer, New York, NY, 2015.
3) Loh, C. S.; Sheng, Y.; Ifenthaler, D. (Eds.) Serious games analytics: methodologies for performance measurement, assessment, and improvement. Springer, New York, NY, 2015.
4) Goodwin, S. Polished game development: from first steps to final release. Apress, New York, NY, 2016.
Bookmark and Share
  Reviewer Selected
 
 
Games (K.8.0 ... )
 
Would you recommend this review?
yes
no
Other reviews under "Games": Date
How to beat your chess computer
Keene R., Levy D. (ed), Henry Holt, New York, NY, 1992. Type: Book (9780805023169)
Jun 1 1994
Relationships between fun and the computer business
Bushnell N. Communications of the ACM 39(9): 31-37, 1996. Type: Article
Apr 1 1997
NetWarriors online
Gradecki J., John Wiley & Sons, Inc., New York, NY, 1996. Type: Book (9780471135555)
Jul 1 1997
more...

E-Mail This Printer-Friendly
Send Your Comments
Contact Us
Reproduction in whole or in part without permission is prohibited.   Copyright 1999-2024 ThinkLoud®
Terms of Use
| Privacy Policy