Abstract
In this paper we compare the effects of using three game user research methodologies to assist in shaping levels for a 2-D platformer game, and illustrate how the use of such methodologies can help level designers to make more informed decisions in an otherwise qualitative oriented design process. Game user interviews, game metrics and psychophysiology (biometrics) were combined in pairs to gauge usefulness in small-scale commercial game development scenarios such as the casual game industry. Based on the recommendations made by the methods, three sample levels of a Super Mario clone were improved and the opinions of a second sample of users indicated the success of these changes. We conclude that user interviews provide the clearest indications for improvement among the considered methodologies while metrics and biometrics add different types of information that cannot be obtained otherwise.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Ernkvist, M.: Down many times, but still playing the game: Creative destruction and industry crashes in the early video game industry 1971-1986. History of Insolvency and Bankruptcy, 161 (2008)
Wesley, D., Barczak, G.: Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap. Gower Publishing, Ltd. (2012)
Sheff, D.: Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children. Diane Publishing Company (1993)
Seif El-Nasr, M., Drachen, A., Canossa, A.: Introduction. In: Seif El-Nasr, M., Drachen, A., Canossa, A. (eds.) Game Analytics, pp. 3–13. Springer, London (2013)
Gualeni, S., Janssen, D., Calvi, L.: How psychophysiology can aid the design process of casual games: A tale of stress, facial muscles, and paper beasts. In: Proceedings of the International Conference on the Foundations of Digital Games, pp. 149–155. ACM (2012)
Mirza-Babaei, P., Nacke, L.E., Gregory, J., Collins, N., Fitzpatrick, G.: How does it play better? exploring user testing and biometric storyboards in games user research (2013)
Drachen, A., Canossa, A.: Analyzing user behavior via gameplay metrics. In: Proceedings of the 2009 Conference on Future Play on GDC Canada, pp. 19–20. ACM (2009)
Nacke, L.E.: An introduction to physiological player metrics for evaluating games. In: Seif El-Nasr, M., Drachen, A., Canossa, A. (eds.) Game Analytics, pp. 585–621. Springer, London (2013)
Canossa, A.: Interview with nicholas francis and thomas hagen from unity technologies. In: Seif El-Nasr, M., Drachen, A., Canossa, A. (eds.) Game Analytics, pp. 137–143. Springer, London (2013)
Ambinder, M.: Valves approach to playtesting: The application of empiricism. In: Game Developer’s Conference (2009)
Zammitto, V., Seif El-Nasr, M.: User experience research for sports games. Presented at GDC Summit on Games User Research
Seif El-Nasr, M., Desurvire, H., Nacke, L., Drachen, A., Calvi, L., Isbister, K., Bernhaupt, R.: Game user research. In: Proceedings of the 2012 ACM Annual Conference Extended Abstracts on Human Factors in Computing Systems Extended Abstracts, pp. 2679–2682. ACM (2012)
Mirza-Babaei, P., Long, S., Foley, E., McAllister, G.: Understanding the contribution of biometrics to games user research. In: Proc. DIGRA (2011)
Cacioppo, J.T., Tassinary, L.G., Berntson, G. (eds.): Handbook of Psychophysiology, 3rd edn. Cambridge University Press (2007)
Singleton, R.A., Straits, B.C.: Approaches to Social Research, vol. 4. Oxford University Press, New York (2005)
Mandryk, R.L., Atkins, M.S.: A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies. International Journal of Human-Computer Studies 65(4), 329–347 (2007)
Maureira, M.G.: Supertux a song of ice and metrics: Comparing metrics, biometrics and classic methodologies for improving level design. Master’s thesis, NHTV University of Applied Sciences, Breda, the Netherlands (February 2013)
IJsselsteijn, W., de Kort, Y., Poels, K., Jurgelionis, A., Bellotti, F.: Characterising and measuring user experiences in digital games. In: International Conference on Advances in Computer Entertainment Technology, vol. 2, p. 27 (2007)
Nacke, L.: Affective ludology: Scientific measurement of user experience in interactive entertainment (2009)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 Springer International Publishing Switzerland
About this paper
Cite this paper
Gómez Maureira, M.A., Janssen, D.P., Gualeni, S., Westerlaken, M., Calvi, L. (2013). Comparing Game User Research Methodologies for the Improvement of Level Design in a 2-D Platformer. In: Reidsma, D., Katayose, H., Nijholt, A. (eds) Advances in Computer Entertainment. ACE 2013. Lecture Notes in Computer Science, vol 8253. Springer, Cham. https://doi.org/10.1007/978-3-319-03161-3_6
Download citation
DOI: https://doi.org/10.1007/978-3-319-03161-3_6
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-03160-6
Online ISBN: 978-3-319-03161-3
eBook Packages: Computer ScienceComputer Science (R0)