How To Be A Games User Researcher
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Author |
: Steve Bromley |
Publisher |
: Independently Published |
Total Pages |
: 184 |
Release |
: 2021-02-05 |
ISBN-10 |
: 9798556962040 |
ISBN-13 |
: |
Rating |
: 4/5 (40 Downloads) |
Synopsis How To Be A Games User Researcher by : Steve Bromley
Love video games? Start your career making them better. Games user researchers run playtests to ensure games are understandable and enjoyable, and are a key part of making games that people love. The video games industry is full of passionate people who care about making fun experiences. If you love games, and want to make them better, consider a career in games user research. Drawing upon ten years of experience working on top games and helping people start their career in games How To Be A Games User Researcher is the essential guide on how to run professional quality playtest studies and get a job in the games industry. What's in the book? Discover How games development works and where research fits in How to plan, run, analyse and debrief professional quality playtests The importance of building relationships with game teams How to start a career in user research The skills required to excel at job interviews Who is this book for? This book is for: Students considering a career in games user research UX researchers looking to transition into games New games user researchers Academics studying games design, development, or HCI Game designers and developers looking to improve the quality of their playtests About the author Steve Bromley led research studies for many of PlayStation's top European games including Horizon: Zero Dawn, SingStar and the PlayStation VR launch lineup. He continues to work with games and VR studios to improve the player experience of their games. For the last five years, Steve Bromley has run a games user research mentoring scheme, which has partnered over one hundred students with more than fifty industry professionals from top companies such as Sony, EA, Valve, Ubisoft, and Microsoft, and helped many people get their first job in games. This book covers many of the topics that mentees have asked as they start their games user research career.
Author |
: Anders Drachen |
Publisher |
: Oxford University Press |
Total Pages |
: 549 |
Release |
: 2018 |
ISBN-10 |
: 9780198794844 |
ISBN-13 |
: 0198794843 |
Rating |
: 4/5 (44 Downloads) |
Synopsis Games User Research by : Anders Drachen
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.
Author |
: Celia Hodent |
Publisher |
: CRC Press |
Total Pages |
: 383 |
Release |
: 2017-08-10 |
ISBN-10 |
: 9781351650762 |
ISBN-13 |
: 1351650769 |
Rating |
: 4/5 (62 Downloads) |
Synopsis The Gamer's Brain by : Celia Hodent
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Author |
: Raph Koster |
Publisher |
: "O'Reilly Media, Inc." |
Total Pages |
: 259 |
Release |
: 2005 |
ISBN-10 |
: 9781932111972 |
ISBN-13 |
: 1932111972 |
Rating |
: 4/5 (72 Downloads) |
Synopsis Theory of Fun for Game Design by : Raph Koster
Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.
Author |
: Steve Bromley |
Publisher |
: |
Total Pages |
: 226 |
Release |
: 2020-02-15 |
ISBN-10 |
: 1670056848 |
ISBN-13 |
: 9781670056849 |
Rating |
: 4/5 (48 Downloads) |
Synopsis Building User Research Teams by : Steve Bromley
Successful products require good decisions. Reliable information about what users are trying to achieve, their context and whether they can and will use your product is essential to making good product decisions. User researchers run robust and repeatable studies to find that information, but they need some tools and support to get started. Building User Research Teams is a practical guide on how to build a research team of any size, starting from convincing colleagues why they need a user research team, through the development and implementation of the tools and processes needed, to running high quality studies and mapping the future development of a growing research team. Learn how to: Advocate for user research inside your organisation Budget for and equip a research team Create the templates and tools needed to run research Run studies that are impactful and accurate Optimise your research team's workflow Grow a research team long-term This book is useful for: Companies looking to hire their first researcher New research leaders establishing a team Independent researchers in companies looking to maximise their impact Designers, product managers and UX professionals wanting to incorporate research best practice into their work
Author |
: Miguel Angel Garcia-Ruiz |
Publisher |
: CRC Press |
Total Pages |
: 311 |
Release |
: 2017-12-19 |
ISBN-10 |
: 9781498706421 |
ISBN-13 |
: 1498706428 |
Rating |
: 4/5 (21 Downloads) |
Synopsis Games User Research by : Miguel Angel Garcia-Ruiz
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." —Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.
Author |
: |
Publisher |
: |
Total Pages |
: 866 |
Release |
: 2005 |
ISBN-10 |
: CORNELL:31924092845910 |
ISBN-13 |
: |
Rating |
: 4/5 (10 Downloads) |
Synopsis Interactions by :
A magazine for designers of interactive products.
Author |
: Yukio Tono |
Publisher |
: ISSN |
Total Pages |
: 286 |
Release |
: 2001 |
ISBN-10 |
: STANFORD:36105110471997 |
ISBN-13 |
: |
Rating |
: 4/5 (97 Downloads) |
Synopsis Research on Dictionary Use in the Context of Foreign Language Learning by : Yukio Tono
The purpose of this book is to conceptualise the research on dictionary use within a more general overview of language learning. It brings together some of the findings of studies on dictionary users and uses and shows how research into dictionary use can contribute to the improvement of dictionary design and the clarification of issues in language learning. The book also provides reports on a series of empirical studies on dictionary use in decoding activities (reading comprehension and L2/L1 translation), which will shed some light on the nature of the issues discussed throughout the book. The book falls into two parts. Part I, »Research on Dictionary Use - State of the Art« is, as its title suggests, a summary of previous studies to tease out relevant issues in each area of inquiry. Part 2, »Empirical Studies« reports on a series of studies the author has conducted in the past 15 years. The first three studies (Chapter 5, 6, and 7) investigate dictionary use in the broader context of language learning. The next four studies (Chapter 8, 9, 10 and 11) report on a series of controlled experiments on the relationship between the macro- and microstructure of the dictionary and reference skills. Finally, the last two chapters (Chapter 12 and 13) report the use of learner language data for a better lexicographical output.
Author |
: |
Publisher |
: |
Total Pages |
: 328 |
Release |
: 1992 |
ISBN-10 |
: UCBK:C101079003 |
ISBN-13 |
: |
Rating |
: 4/5 (03 Downloads) |
Synopsis Papers of the Australasian Transport Research Forum, Canberra, October 1992 by :
Author |
: Association for Educational Communications and Technology. Convention |
Publisher |
: |
Total Pages |
: 588 |
Release |
: 1999 |
ISBN-10 |
: PSU:000057974484 |
ISBN-13 |
: |
Rating |
: 4/5 (84 Downloads) |
Synopsis Annual Proceedings of Selected Research and Development Presentations at the ... Convention of the Association for Educational Communications and Technology by : Association for Educational Communications and Technology. Convention