Posts Tagged ‘player experience’

Develop Conference 2010

Monday, July 5th, 2010

Returning to the seaside for another year of game-related talks and conferencing, Vertical Slice will be presenting a talk on the use of biometrics with regard to video games and user experience.

Titled Using Biometrics to Improve Player Experience, the talk will be an hour of fun and fascination and is scheduled for Thursday the 15th of July.

Here is what you can expect to hear about:

Biometrics objectively measures a player’s emotional response to your game, such as fear, excitement and boredom. By using biomedical sensors to capture events directly from the player’s body, insights can be revealed into how gameplay affects the player in the following ways: Excitation, Brain Waves, Muscular Tension, Heart Rate, Behavioural Analysis. Alongside the standard development and playtesting procedures, these techniques can be used to ensure that the design of the game and its desired effects are aligned with the actual experience the player is having. Video footage of biometric playtest sessions are shown, indicating exactly how games like Call of Duty: Modern Warfare 2 affect the player’s biometric responses in real-time, with simultaneous broadcasting of the game, the player and the biometric data. Key events are highlighted that have the most significant impact on the player’s experience, objectively showing which specific parts of the game are most evocative for the player, both negatively and positively.

UX Brighton

Wednesday, September 9th, 2009

Vertical Slice gave a presentation at UX Brighton last night, entitled “User Research and the Future of Gameplay Experience Design.” We had a great audience of UX and games industry professionals. It was fantastic to meet you all and chat after the talks.

Topics included:

  • The traditional development lifecycle and role of Quality Assurance for functional bug testing.
  • Differences between QA and usability / UX.
  • Risks posed when developing for new IP, audiences, distribution methods, controllers and interfaces.
  • Problems with doing testing in-house, and using industry professionals or hardcore gamers.
  • Our new best practice development lifecycle and early, iterative testing.
  • The use of biometrics such as EEG, EMG, GSR (EDA or EDR) and HR (EKG or ECG) for tracking players emotional states including excitement and boredom.
  • Our new methodologies for predicting review scores based on user testing.

Older Wii Gamers at DiGRA

Tuesday, September 1st, 2009

Vertical Slice’s director of games research, Gareth R. White, gave a presentation at the Digital Games Research Association (DiGRA) 2009 conference “Breaking New Ground: Innovation in Games, Play, Practice and Theory“, held at Brunel University in London.

DiGRA is the top games research conference in the humanities and attracts world leading researchers with keynotes from industry and academic luminaries such as Media Molecule (Little Big Planet), Richard Bartle (MUD, precursor to modern MMOs like World of Warcraft) and Ian Bogost (Persuasive Games).

Gareth’s presentation was called “Wii Gaming for Older Players: From Motivation to Appropriation, and Usability to User Experience.

Topics covered include,

  • Self-efficacy amongst people with little experience of digital games and technologies.
  • Introductory training and mentorship during early stage adoption and late stage appropriation.
  • Comparative usability analysis between Wii Sports: Bowling (Power Throws) and Wii Fit: Ski Jump.
  • Differences between embodied and symbolic interaction modes.
  • Transition from early usability to later user experience (UX.)

Many thanks to the audience who provided lots of great discussion during the Q&A session.

Vertical Slice are speaking at Develop

Wednesday, July 8th, 2009

Vertical Slice will be speaking at Develop in Brighton on Wednesday 15 July at 1:30pm (Production Track). We’ll be presenting alongside Jason Avent of Black Rock Studio on video games usability and user experience.