Posts Tagged ‘IGDA’

Game User Research Summit (GUR)

Posted in Conferences - Events on April 24th, 2010 by Veronica Zammitto – Be the first to comment

San Francisco, CA, USA – The 1st Game User Research (GUR) Summit was on March 10th 2010, and it was awesome. The objective of this summit was to gather user-research professionals who work in the games industry, and share experience, knowledge and techniques.

GUR summit started with an update of the group by David Tisserand and Bill Fulton. The Games User Research Special Interest Group (SIG) has been created as part of the International Game Developers Association (IGDA), there is a provisional board and the group is taking shape and organization.

Game User Research Summit 2010

There were presentations covering current practices:

Graham McAllister talked about ‘Promoting UX: Educating the Video Game Industry on User Research’, he nicely tackled an array of common statements and misunderstandings when people in the game industry are faced to user research, for example from “We don’t need it”, passing through “Our game isn’t ready”, to “We do this”.

Bill Fulton’s ‘From 0 to 35 in 7 years: scaling up a games user-research group’ was a neat presentation on his experience at Microsoft Game Studios and how he managed to get an user research team growing. Once upon a time (circa 1997), there was only Bill as a contractor at Microsoft Game Studios. He highlighted three aspects for growth:
1) Focus user research resources to maximize product improvement: how to impact the return-on-investment (ROI), to recognize limits, to be efficient, to have visible success.
2) Do UR in a way that generates more demand for UR: deliver high-quality, acknowledge and optimize the time of the development team, and stay in communication with them.
3) Have the right people 🙂 by rigorous hiring process, and investing in your people.

Dmitri Williams from the University of Southern California presented his work on online games and how he harvests information. A lot of the analysis is done with a tool called Katana Analytics Engine.

Bruce Phillips showed us the amazing work he’s been doing on player experience using behavioral data at Microsoft Game Studios. The fascinating idea of keeping track of what people do with their XBox live games while players are comfy at their homes. They remotely track data to understand better what happen with the game after is shipped.

I presented the work that we are doing at Electronic Arts. We are looking at game user experience on sports games by employing psychophysiological techniques and telemetry data. We used eye tracking, EMG, HR, GSC to identify the emotional profile of the player.

Ben Weedon talked about the work done at Playable Games. First, he showed us how fun and challenging getting feedback from kids can be. Later, he explained the process of international user research and how many things have to be taken into account in order to run smooth sessions for collecting data, for instance just to mentioned a few, the cultural differences and legislation about recording information, power supplies, local translators/facilitators even if you speak the same language, having local assistants.

Carla Fisher also works with kids. She shared a chart that leads the comments and annotation when kids try her hand-held device games.

Heather Desurvire is a consultant at Behavioristics and faculty at the University of Southern California. She explained game accessibility principles (GAP), a way of evaluating and designing games, and how that can be applied to game tutorials.

GUR summit was a great event that strengthened the game industry user research community.

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