Games User Research Cookbook
CRC Press (Verlag)
978-1-032-81895-5 (ISBN)
- Noch nicht erschienen (ca. April 2026)
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The book is divided into three parts. Part one introduces core concepts to game development, and explores gameplay experience, together with factors that influence player behaviour and decisions. The part ends by exploring the games user researcher’s role and its common challenges. Next, part two presents readers with a 10-step end-to-end research process for a single study. From understanding stakeholders, designing methods, through recruiting participants, moderating sessions and analysing results, to delivering actionable insights. It provides guidance, real-life examples, and templates for integrating research in the game development practices, even when the budget and timeline are tight. Finally, part three provide readers with ready-to-use “recipes” for 10 research methods covering every phase of the game production cycle. Each recipe includes practical tips, pitfalls to avoid, and actual report excerpts.
Whether you're an indie developer wanting to better understand your players, UX designer or researcher moving from application software to the world of games, this book will provide you with all the information on how to use research to gain the insights needed to create better player experiences.
Michał Mycka is a Games User Researcher both by education and practice. His educational background is in Psychology (Masters) and Economics (PhD). Since 2012, he has provided insights for over 40 games and game-related R&D projects, covering a wide range of genres and platforms. He has worked with developers and publishers ranging from indie to triple-A such as Gamedust, Klabater, Game Operators, and Ubisoft Reflections, among others. He teaches on Games User Research at Collegium Da Vinci (Poland), and acts as an expert in Creative Europe Programme.
Introduction, Part 1: User Research for Games, 1. What is a game, actually?, 2. Player experience, 3. What is our role, then?, Part 2. A 10-step recipe for a single study, 4. Understanding what’s on the menu - Selected methods overview, 5. Getting to know your guests - Stakeholder mapping, 6. Taking order - Requirements gathering & kick-off meeting, 7. Checking the pots at your disposal - Gathering Assets, 8. Selecting & preparing utensils - Methods & Tools, 9. Organizing kitchen - Setting & Pilot Study, 10. Gathering essentials - Participants Recruitment, 11. Slicing & Dicing - Moderating research sessions, 12. Cooking time! - Analyzing results, 13. Composing & Serving the Dish - Reporting & Debriefing, Part 3. A recipe list - Selected methods within production cycle, 14. Competitor Analysis, 15. Concept Test, 16. Expert analysis, 17. (Co)design Workshop, 18. Team Play Session (or Review), 19. Usability (play)test, 20. Component playtest, 21. Experience playtest, 22. Diary Study, 23. Review analysis
| Erscheint lt. Verlag | 1.4.2026 |
|---|---|
| Zusatzinfo | 19 Tables, black and white; 1 Line drawings, color; 10 Line drawings, black and white; 27 Halftones, color; 6 Halftones, black and white; 28 Illustrations, color; 16 Illustrations, black and white |
| Verlagsort | London |
| Sprache | englisch |
| Maße | 178 x 254 mm |
| Themenwelt | Kunst / Musik / Theater |
| Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
| Informatik ► Software Entwicklung ► Spieleprogrammierung | |
| ISBN-10 | 1-032-81895-6 / 1032818956 |
| ISBN-13 | 978-1-032-81895-5 / 9781032818955 |
| Zustand | Neuware |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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