An introductory lecture on Games User Research methods which was first given to students at Hanze University on the 9th of March 2011.
This presentation was later turned into two articles on Gamasutra that can be read here:
- Part 1: http://www.gamasutra.com/view/feature/169069/
- Part 2: http://www.gamasutra.com/view/feature/170332/
3. >Introduction
Games User Research
- Fun & Awareness raising
- Emotion
- Awareness
Methods
- Production
- Post-Production
4. >Games User Research
Game testing traditionally
done by the QA/Test
department
- QA/Test are (usually)
experts at gaming
- The audience may not be
- QA/Test have an
investment in the game
- The audience does not
- Mainly looking for bugs
5. >Games User Research
About the user
experience & fun
What do you want to
know?
- Is the game fun?
- Does it raise
awareness?
6. >Fun
What is fun?
Well…
- Easy to use
- Challenging
- Emotional impact
- Engaging
- Compelling
- Relaxing
It is subjective!
7. >Emotions & Feelings
High Activation
Scared - x x – Excited
Unpleasant Pleasant
Bored - x x – Relaxed
Low Activation
8.
9.
10.
11.
12. >Emotions & Feelings
Sometimes fun High Activation Usually fun
Scared - x x – Excited
Unpleasant Pleasant
Bored - x x – Relaxed
Almost never fun
Low Activation
16. >In production testing (aka
Playtesting)
General points:
- Get representative
users (kids, 10-14)
- Make it clear that the
game is being tested,
NOT the user
- Work out what you
want to know before
you test
17. >In production testing (aka
Playtesting)
General points cont.:
- Test as early as possible, it
is easier to fix problems
that way (then test again)
- Listen to problems, but not
necessarily solutions
- Not for balance, and bugs,
but for fun! (& raised
awareness)
18. >Methods
Focus Groups
Heuristic Evaluation
Questionnaires, Surveys and
Interviews
Observational studies
Gameplay metrics
Biometrics/psychophysiology
Think out loud
19. >Focus groups
6-10 people
Lead by a facilitator
- Specific questions
Try the game/discuss
potential ideas
Talk about it
20. >Focus Groups
Pros
- More people can = more feedback
- Gets everyone together in one place
- Follow up questions
- Good for discussing concepts
Cons
- You need a good facilitator
- Strong voices may take over
- Too many “helpful” suggestions
- What people say is not what they do
22. >Heuristic Evaluation
List of Heuristics:
• Are clear goals provided? • Is the game and the outcome fair?
• Are players rewards meaningful? • Is the game replayable?
• Does the player feel in control? • Is the AI visible, consistent, yet
• Is the game balanced? somewhat unpredictable?
• Is the first playthrough and first • Is the game too frustrating?
impression good? • Is the learning curve too steep or
• Is there a good story? too long?
• Does the game continue to progress • Emotional impact?
well? • Not too much boring repetition?
• Is the game consistent and • Can players recognise important
responsive? elements on screen?
• Is it clear why a player failed? • etc…
• Are their variable difficulty levels?
From Christina et al 2009
23. >Heuristics Evaluation
Pros
- Smaller numbers
- Experts are experts
Cons
- You need experts
- Which heuristics to
pick?
- Experts are experts
24. >Questionnaires, Surveys &
Interviews
During gameplay (at or after
set moments)
After gameplay
Ask specifically for what
interests you (don’t forget
about the raising awareness
part)
- But also allow for some
open ended answers
25.
26. >Questionnaires, Surveys & Interviews
Some pre-existing questionnaires:
- Game Experience Questionnaire (GEQ)
- http://www.gamexplab.nl/
- The Computer System Usability
Questionnaire (if modified)
- http://oldwww.acm.org/perlman/question.cg
If you use them modify them to fit your
particular game & what you want to know
28. >Questionnaires design
Order of questions
Use clear, concise everyday, simple language
- Avoid jargon
- Don’t be vague
Avoid asking duplicate questions
- The same question in a different way
Avoid questions that are phrased negatively
- “I don’t like the jumping” agree -> disagree
- “I like the jumping” agree -> disagree
29. >Examples of bad questions
Leading
”Now that you have had fun playing our
game, which was your favorite level?”
Level 1
Level 2
Level 3
Level 4
30. >Examples of bad questions
Double(7)barrelled:
"Should there be a reform of our justice
system placing greater emphasis on the
needs of victims, providing restitution and
compensation for them and imposing
minimum sentences and hard labour for all
serious violent offences?”
Yes No
31. >Examples of bad questions
Loaded, ill defined and misleading:
"Should a smack as part of good parental
correction be a criminal offence in New
Zealand?"
Yes No
[The question] "could have been written by Dr Seuss – this isn't Green
Eggs and Ham, this is yes means no and no means yes, but we're all
meant to understand what the referendum means. I think it's ridiculous
myself.” - PM John Key
33. >Questionnaires design
Type of question
- Open
- “What did you like about level 1?”
- “Why might a child not be able to come to
school?”
- “How old are you?”
- Closed
41. >Questionnaires design
Interval scale
- Unipolar:
1 2 3 4 5
Not Exciting Very Exciting
- Bipolar:
1 2 3 4 5
Very Boring Very Exciting
42. >Questionnaires, Surveys & Interviews
Questionnaires & Surveys
- Pros
- Consistent
- Quantifiable
- Fast
- Good for testing raised awareness
- Cons
- Can lack follow up
- Not objective
- Need a large(ish) sample
43. >Questionnaires, Surveys &
Interviews
Interviews
- Pros
- Rich data
- Can follow up
- Cons
- Less quantifiable
- Time consuming
- Not objective
44. >Observation studies
Watch/Record through
video
Either with a facilitator
or without
- Facilitator must be as
hands off as possible
Watch faces/body for
emotion
Only write what you
actually see!
45. >Observation studies
Pros
- Objective data
- i.e. You see what players actually DO,
not what they say they would do
- Facilitator can help if really needed
Cons
- Time consuming to analyse video
- Training required to get the best out of
observation (especially for emotion)
- Avoid Observer Bias
46. >Gameplay Metrics
Observation via
the game data
- Number of
incidents
- Where and when
they occurred
and with who or
what?
50. >Gameplay Metrics Deaths
Pros
- Objective data
- See trends
Cons
- Time consuming
Kills
- No subjective feedback/context
- Needs larger sample sizes
- Data overload
51. >Biometrics/psychophysiology
Measuring body signals:
- From the Brain (EEG), the
Heart (EKG), the muscles
(EMG), the eyes
(eyetracking), the skin
(EDA), etc
The body gives clues into
cognition, and emotion
52. >EDA Game Research
Dying is fun?
Ravaja et al (2008)
- EDA increased for
- Opponent Killed
- Player Killed
- EMG (Zygomatic
and Orbicularis)
- Increased for
longer when
player killed
53.
54. >Biometrics/psychophysiology
Pros
- Gives objective quantifiable data
- Allows for continuous data
recording
Cons
- Invasive
- Costs a lot of time & money to use
& analyse
- Problems with specificity, artefacts,
inference and validity
55. >Think out loud
An expansion of observation
Players play the game and
talk about what they are
thinking as they go along
- Observe gameplay, and
note down what they say &
when they say it
- Do NOT prompt them, and
do NOT correct them
56. >Think out loud
Pros
- Gain an idea what players
are thinking & feeling
- May give unexpected
insight
- Could test raised
awareness too
Cons
- Unnatural
- Subjective
57. >In production testing (aka Playtesting)
Many options
In your case I recommend:
- Observation
- Gives objective data, and may
provide insights (think out loud?)
- After play (between level) questionnaire
- Allows you to ask specific questions and
receive feedback
- Collect gameplay metrics as if you can
(Optional)
58. >In production testing (aka
Playtesting)
Remember
- Don’t wait until the game is
almost finished
- It is easier to change things
early in the process
- Listen to what people say is
wrong/right, don’t worry too
much about what they
suggest to do to fix it
- You are the game designer
59. >Post-production testing
Raised awareness, it is too
late to be overly concerned
about fun
Can’t observe, take
biometrics, run focus groups,
collect gameplay metrics
(game runs offline), etc
- On the ground observation?
Costly.
60. >Questionnaires
Pen & Paper is one
option
Better to build them into
the game
- Between levels or
within levels
- Multiple choice
questions
- Fill in the blanks
61.
62. >Questionnaires
In game questions
- Require completion to continue & provide
rewards for correct answers
- Try to make them fun too
- i.e playtest them
- Have to get the data back somehow though
- Uploaded when connected to the web?
- Teachers & students can access a report?
63.
64.
65.
66. >In game behavioural modelling
Raised awareness is fine
Actually doing behaviour is
better
So, if you can, build it into the
game
- Require the awareness you are
raising to be used to progress
in the game
- Not just through answering
questionaires
- But by DOING
68. >Going further than Awareness?
Is there any way you can monitor behaviour
change?
- New questions on later play throughs?
- Teacher/adult report system?
- Tied to in-game achievements/rewards?
69. >Summary
Playtest early, playtest as often as you can
- With yourselves
- But also with players
- Behavioural observation allows for good
data with small numbers for playtesting
Build in awareness testing
- Require it to progress
- Try and make it fun too
71. All images used in this
presentation belong to their
respective copyright holders.
If an image belongs to you
and you wish it removed
please notify me at
b.lewis.evans@rug.nl
Notas del editor
This image from Dead Space could be said to have Low Valence, High Arousal = and therefore could be experienced as being scary by players
Whereas this image from the game desert bus on the other hand is somewhat low in Valence, but also low in Arousal - Producing boredom.
In contrast this is an High Valence, High Arousal moment from Halo Reach which, since it is my Spartan pictured, I can say was a moment of excitement in a firefight game.
And finally we have a High Valence, low Arousal image, from the game flower which aims to create a pleasant feeling of relaxation in the players.
Now, you will notice there is nowhere on this axis marked “ fun ” – again, fun is somewhat slippery concept. However what can be said is that fun is much more likely to be found associated with emotions on this side on the axis than the other – and is hardly ever associated with this quadrant. The final quadrant is a tricky one, because being scared can be fun – but it can also be overwhelming if the experience is too unpleasant or intense.
Closed questions on the other hand let you have much tighter control on the answers your participants give, and come in several flavours. There is the dichotomous scale where people are giving simple yes or no answers.
An interval scale uses set positions, and asks for the person filling in the questionnaire to select one of those set intervals. This lowers the resolution of the scale, but makes answers more easy to compare.
Whatever you chose to do though, remember it is important that you start doing this research as soon as you think you can manage. It really is much easier to change things early in the process rather than waiting until the end. AND then repeat once changes have been made. And again, do listen to the feedback you get, and observe what people do. But in the end you are the game designers, so you have to decide what is an important issue and what is not.