Posts Tagged ‘Academia’

European Conference Tour

Wednesday, August 4th, 2010

Graham McAllister will be continuing to spread the good word amongst the gaming and usability worlds in two upcoming seminars.

Firstly on 24-27th of August, Graham will be heading to the ‘Measuring Behaviour’ conference in Eindhoven, Netherlands. A couple of weeks later on September 9-10, resident Vertical Slicer Pejman Mirza-Babaei will be joining Graham to discuss his paper “Using Biometrics to better understand the players’ gameplay experience” at the ‘Future Game On’ conference in the romantic capital of Europe, Paris. Let’s hope they have a nice time.

Here is what you can expect from the talk:

“This paper introduces and explores a method that enables game user researchers to
identify those events in a game with higher impact on players’ feeling. This method using
physiological measures in conjunction with other user research methods (e.g. post-session
interview), can identify key gameplay moments that may go unnoticed if using traditional
methods only.”

Evaluating User Experience in Games

Tuesday, May 18th, 2010

Once again, the Vertical Slice wizards Graham McAllister and Gareth White have added their insight to another publication. This time they have a chapter in ‘Evaluating User Experience in Games: Concepts and Methods (Human-Computer Interaction Series)’.

Here is the abstract for the chapter:
“The first step in understanding the user experience needs of the video games industry is to ascertain current practice. The following chapter gives an overview of the game development process and provides background on the time frame and roles involved. We present case studies from three world-class development studios and show how the user experience is currently addressed during a game’s creation. The first case study with Disney’s Black Rock Studio details the development of their most recent racing game, Pure, and describes the usability testing which the developer believes improved the game’s Metacritic score by 10%. The second case study with Zoë Mode refers to several of their recent releases, Rock Revolution, You’re in the Movies, and games in the Eye Toy series. Special consideration is given to understanding and addressing players in a language appropriate to their background as gamers. The third case study with Relentless Software concentrates on the studio’s use of focus group testing and attention to the casual gamer demographic. In addition to showing real-world examples of current practice, this chapter identifies the contribution that HCI can make for user experience methodologies in the games industry. Recommendations are made for generally applying usability techniques earlier in development, and user experience testing later once a playable vertical slice is available. We conclude with some discussion of innovative methodologies and pose the need for a formalised framework for user experience in video game development.”

The piece is listed as chapter 7 in the book, which you can buy here and here. You can buy it from tomorrow

Tampere Games Research Methods Seminar

Monday, April 5th, 2010

Our very own Pejman Mirza-Babei is to lend his infinite expertise to the Games Research Seminar next week when he presents his paper at the conference, which is to be held in Tampere, Finland on 8-9 April.

Pejman has been working with Graham McAllister on “Using physiological measures in conjunction with other usability approaches for better understanding of the player’s gameplay experiences” which tracks the biometric responses between players of the games Haze and Call of Duty: Modern Warfare 2.

Here is the abstract of the paper/talk: “In this study we capture player’s physiological measures during a gameplay session, to indicate micro-events that have caused changes in their body signals. At the post-gameplay interviews we ask participants to comment and describe their feelings on the selected events. The aim of this study is not to over-interpret physiological measures, but on using blips in measures to help identify key points in a game, which we then use to investigate further with the participant.This approach provides a method that can identify not only the negative user experience and usability issues but also the events which have a positive impact on player’s experience.”

http://gamesmethods.wordpress.com/