TY - BOOK AU - Drachen,Anders AU - Mirza-Babaei,Pejman AU - Nacke,Lennart TI - Games user research /edited by Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke SN - 9780191836336 AV - GV1469 .G364 2018 PY - 2018/// CY - Oxford, United Kingdom PB - Oxford University Press KW - Video gamers KW - Research KW - Video games KW - Design KW - User interfaces (Computer systems) KW - Data mining KW - Electronic Books N1 - 2; Cover; Foreword; Contents; Author Bios; 1 Introduction to games user research; Part I Games User Research in production; 2 Games user research as part of the development process in the game industry: challenges and best practices; 3 It is all about process; 4 Post-launch in Games User Research; 5 User experience maturity levels: evaluating and improving games user research practices; 6 Designing a games user research lab from scratch; Part II Methods: Testing Things you play; 7 An overview of GUR methods; 8 A framework for player research; 9 Surveys in Games User Research; 10 Interviewing players11 Observing the player experience: the art and craft of observing and documenting Games User Research; 12 The think-aloud protocol; 13 The Rapid Iterative Test and Evaluation Method (RITE); 14 Heuristics uncovered for Games User Researchers and game designers; 15 Heuristic evaluation of playability: examples from social games research and free-to-play heuristics; 16 Introduction to biometric measures for games user research; 17 Developing actionable biometric insights for production teams: case studies and key learnings; 18 Reporting user research findings to the development team;19 Game analytics for Games User Research; Part III Case Studies and Focus Topics; 20 Punching above your weight: how small studios can leverage data for an unfair advantage; 21 Affordable and data-driven user research for indie studios; 22 "Play as if you were at home": dealing with biases and test validity; 23 Dissecting the dragon: GUR for Dragon AgeTM: Inquisition; 24 Running user tests with limited resources and experience; 25 Starting from scratch: pragmatic and scalable guidelines to impactful games user research; 26 Strategies for understanding and researching mobile games in context; 27 Involving players with special needs in games user research; 28 Gamer motivation profiling: uses and applications; 29 Social network analysis in Games User Research; 30 A short guide to user testing for simulation sickness in Virtual Reality; Conclusion: The Future of Games User Research; 31 Frontlines in Games User Research; Index; 2; b N2 - Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field UR - httpss://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1690407&site=eds-live&custid=s3260518 ER -