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abstract

Games User Research (GUR) for Indie Studios

Published: 07 May 2016 Publication History

Abstract

Playtesting sessions are becoming more integrated in game development cycles. However, playtests are not always feasible or affordable for smaller independent game studios, as they require specialized equipment and expertise. Given the recent growth and prevalence of independent developers, there is a need to adapt playtesting processes for indie studios to assist in creating an optimal player experience. Therefore, our research focuses on challenges and opportunities of integrating games user research in the development cycles of independent studios. We worked with three studios conducting playtests on their upcoming titles. In line with the CHI2016 #chi4good spirit this paper contributes to the important topic of adopting user research methods for indie and small game studios. We believe that the games user research (GUR) field must advance towards demographics that will benefit from GUR but are under-represented in the community and this paper is one of the first that will contribute to this.

References

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Cheung, G. K., Zimmermann, T., and Nagappan, N. The First Hour Experience: How the Initial Play Can Engage (or Lose) New Players. Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play CHI PLAY '14 (2014), 57-66.
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Fulton, B., Ambinder, M., and Hopson, J. Beyond Thunderdome: Debating the effectiveness of different user-research techniques, 2012.
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Medlock, M., Wixon, D., McGee, M., and Welsh, D. The Rapid Iterative Test and Evaluation Method: Better Products in Less Time. In Cost-Justifying Usability: An Update for an Internet Age. Morgan Kaufmann, San Francisco, CA, USA, 2005, ch. 17, 489-517.
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Mirza-babaei, P. Biometric Storyboards: A Games User Research Approach for Improving Qualitative Evaluations of Player Experience. PhD thesis, University of Sussex, 2013.
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Mirza-Babaei, P., Nacke, L. E., Gregory, J., Collins, N., and Fitzpatrick, G. How does it play better?: exploring user testing and biometric storyboards in games user research. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems CHI '13 (2013), 1499-1508.
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Cited By

View all
  • (2023)Beyond Equilibrium: Utilizing AI Agents in Video Game Economy BalancingCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616092(155-160)Online publication date: 6-Oct-2023
  • (2022)Guiding Game Design Decisions via Eye-Tracking: An Indie Game Case Study2022 Symposium on Eye Tracking Research and Applications10.1145/3517031.3529613(1-7)Online publication date: 8-Jun-2022
  • (2021)Validating the plot of Interactive Narrative games2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9618897(01-08)Online publication date: 17-Aug-2021
  • Show More Cited By

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  1. Games User Research (GUR) for Indie Studios

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    Published In

    cover image ACM Conferences
    CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
    May 2016
    3954 pages
    ISBN:9781450340823
    DOI:10.1145/2851581
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 07 May 2016

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    Author Tags

    1. games user research
    2. indie development
    3. persona
    4. playtest
    5. rapid prototyping
    6. telemetry

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    • Abstract

    Funding Sources

    • NSERC

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    CHI'16
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    CHI'16: CHI Conference on Human Factors in Computing Systems
    May 7 - 12, 2016
    California, San Jose, USA

    Acceptance Rates

    CHI EA '16 Paper Acceptance Rate 1,000 of 5,000 submissions, 20%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    Cited By

    View all
    • (2023)Beyond Equilibrium: Utilizing AI Agents in Video Game Economy BalancingCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616092(155-160)Online publication date: 6-Oct-2023
    • (2022)Guiding Game Design Decisions via Eye-Tracking: An Indie Game Case Study2022 Symposium on Eye Tracking Research and Applications10.1145/3517031.3529613(1-7)Online publication date: 8-Jun-2022
    • (2021)Validating the plot of Interactive Narrative games2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9618897(01-08)Online publication date: 17-Aug-2021
    • (2020)The Player Experience Inventory BenchExtended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play10.1145/3383668.3419898(248-252)Online publication date: 2-Nov-2020
    • (2020)A Postmortem on Playtesting: Exploring the Impact of Playtesting on the Critical Reception of Video GamesProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376831(1-12)Online publication date: 21-Apr-2020
    • (2018)Usertesting Without the UserComputers in Entertainment10.1145/318356816:2(1-18)Online publication date: 10-Apr-2018
    • (2016)Playtesting for indie studiosProceedings of the 20th International Academic Mindtrek Conference10.1145/2994310.2994364(366-374)Online publication date: 17-Oct-2016

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