SlideShare a Scribd company logo
J P I R K E R @ M I T. E D U
S C I E N C E * PA S S I O N * T E C H N O L O G Y
K N O W Y O U R P L AY E R – O P T I M I Z I N G
T H E P L AY E R E X P E R I E N C E
J O H A N N A P I R K E R
J O H A N N A P I R K E R
• Computer Scientist & Software Engineering @Graz University of Technology
• Virtual Worlds @Massachusetts Institute of Technology
• Researcher at Institute for Information Systems & Computer Media, TU Graz
• Games Research, Design, & Development, Gamification
• Virtual, Immersive Worlds & Realities
• HCI, E-Learning, UX
• Website: www.jpirker.com
@ J O E Y P R I N K
G A M E D E V E L O P M E N T P R O C E S S
– A F R I E N D .
“Oh wow - I love your game! The art is so nice!
The controls are a bit complicated, but it’s ok! It’s
awesome! I love the story!”
“WOW! You did this all by yourself? This is so
amazing! ”
– M O M .
IT’S A LOCAL MULTIPLAYER GAME WITH
PLACEHOLDER GRAPHICS!?!?
T H E M A I N C H A L L E N G E …
P H I L T O L E D A N O - H T T P : / / W W W. M R T O L E D A N O . C O M / G A M E R S
R E A L & H O N E S T
E M O T I O N S
Immersion
Audio
Animation
Graphics / 

Objects
Character (1st / 3rd)
Interactivity
Interface
Challenges Quests, Puzzles,…
D I F F E R E N T U S E R E X P E R I E N C E S
U X I N G A M E S
( V S I N W E B S I T E S / S O F T WA R E )
• Playing games is voluntary
• Games are all about fun & experiences
• Games industry is extremely competitive
U X I N G A M E S :
M A I N C H A L L E N G E S
• Modern games are large & complex (e.g. GTA, AC,..)
• Fluent gaming experience
• Fun first: everything should be intuitive and easy to learn
• Onboarding strategies and tutorial research
• Challenge: Onboarding for newcomers and not boring
for “experts”



G A M E S U S E R E X P E R I E N C E
• Quality Assurance
• “Can this tree fly?”
• Game Usability
• How usable is my game? (Interface, controls,..)
• Games User Research (GUR) and Games UX Research
• Who is my player? What are the created emotions?
G A M E S U S E R E X P E R I E N C E
Know your player - Optimizing the player experience
M D A F R A M E W O R K
( H U N I C K E , L E B L A N C , Z U B E K )
• Mechanics - the rules or ‘verbs’ of the game
• spawn points / ammo / weapons

• Dynamics - how players use those rules
• camping, sniping

• Aesthetics - how the game makes the player feel
• challenge / tension / zen
http://www.cs.northwestern.edu/~hunicke/MDA.pdf
I T E R AT I V E D E V E L O P M E N T + M D A
M E T H O D S + D ATA
• Expert Evaluations / Heuristic Evaluation (HE)

• Playtesting
• Surveys, Interviews, Game Logs
• Think Aloud Protocol (TA) & Retrospective Testing
• Notes, Audio, Video, ..
• Biometrics
• Biodata, Eye tracking, physical states, emotions
• Focus Groups / Interviews with target groups 

• Game Analytics / Data logging
• Quantitative data e.g. engagement, maps, progress
details: gamesuserresearchsig.org
E X P E RT E VA L U AT I O N
… H O N E S T & B R U TA L
F E E D B A C K
U S A B I L I T Y H E U R I S T I C S F O R V I D E O
G A M E D E S I G N ( E . G . )
• 1. Provide consistent responses to the user’s actions.
• 2. Allow users to customize video and audio settings, difficulty and game speed.
• 3. Provide predictable and reasonable behavior for computer controlled units.
• 4. Provide unobstructed views that are appropriate for the user’s current actions
• 5. Allow users to skip non-playable and frequently repeated content.



6. Provide intuitive and customizable input mappings.
• 7. Provide controls that are easy to manage, and that have an appropriate level of sensitivity and
responsiveness.
• 8. Provide users with information on game status.
• 9. Provide instructions, training, and help.
• 10. Provide visual representations that are easy to interpret and that minimize the need for
micromanagement.
Pinelle, D., Wong, N., & Stach, T. (2008, April). Heuristic evaluation for games: usability principles for video game design. In Proceedings of the SIGCHI
Conference on Human Factors in Computing Systems (pp. 1453-1462). ACM.
KNOW
YOUR
QUESTIONS!
• Who is my target player?
• Does the player understand my story?
• Does the player know how to play?
• Does the player know the way?
• Is the learning process balanced?
• Does the player have freedom to play?
• How does the player feel?
• What emotions does the game create?
• Who is the real player (playing the
shipped game)?
K N O W Y O U R Q U E S T I O N S !
… W H O I S T H E P L AY E R ?
T H E P L AY E R
– J A S O N A L L A I R E 

( H T T P : / / T H E E S A . C O M / FA C T S / P D F S / E S A _ E F _ 2 0 1 4 . P D F )
“People of all ages play video games. There is no
longer a ‘stereotype game player,’ but instead a
game player could be your grandparent,
your boss, or even your professor.”
http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf
B A R T L E ’ S G A M E R T Y P E S
http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
… H O W W O U L D A P L AY E R
R E T E L L T H I S S T O RY ?
T H E S T O RY
G A M E C O N C E P T S
A yellow creature eats dots while being chased by ghost
monsters…


A plumber jumps on the heads of mushrooms to find his
girlfriend…

Birds use physics to take vengeance on pigs…
Own everything (Monopoly)
AT
THE
HEART
OF
EACH
GAME
THERE
IS
A
SOLID
CONCEPT.
G A M E C O N C E P T S
Formalize the concept of your game - your story - in one
sentence 

…


Ask your players/testers after playtesting to formalize the
main story in one sentence
… compare …
… I S T H E U S E R A B L E T O
P L AY Y O U R G A M E ?
F R E E D O M , I N T E R FA C E ,
& F E E D B A C K
P L AY E R F E E D B A C K
http://bethsoft.com/en-gb/games/fallout_shelter
Give appropriate feedback
F U L L C O N T R O L
Add controls requested by players/testers
C O N S I S T E N T I N T E R FA C E D E S I G N
Nice game from Zambia: http://www.scndgen.com/
Button
Text
L E A R N I N G T H E G A M E
… H O W W O U L D A P L AY E R
L E A R N Y O U R M E C H A N I C S ?
Onboarding & Tutorials
http://imperiumgalactica.com/
Onboarding & Tutorials
https://playfeist.net
Know your player - Optimizing the player experience
G A M E O N
H O W T O C R E AT E A F L U E N T
G A M I N G E X P E R I E N C E ?
F L O W ( M I H A LY C S I K S Z E N T M I H A LY I )
("The Art of Game Design" book by Jesse Schell)
G A M E S A R E M A D E F O R
T H E P L AY E R S
Nice article: http://www.gamasutra.com/view/feature/168114/understanding_user_research_its_.php
G A M E S U S E R R E S E A R C H = F E E D B A C K
F O R G A M E D E S I G N E R S H O W P L AY E R S
W O U L D E X P E R I E N C E T H E I R G A M E S
P L AY T E S T I N G
… WAT C H O T H E R S P L AY
Y O U R G A M E
T H I N K I N G A L O U D
T H I N K I N G A L O U D P R O T O C O L S . .
E Y E - T R A C K I N G
• User’s gaze while playing
the game is recorded
• What does the user see?
• What does the user miss?
Thanks to Sony London
Thanks to Sony London
P L AY E R A N A LY S I S
H O W T O M E A S U R E F U N ?
Jeanne H. Brockmyer, Christine M. Fox, Kathleen A. Curtiss, Evan McBroom, Kimberly M. Burkhart, Jacquelyn N. Pidruzny. (2009). The development of the Game Engagement Questionaire: A
measure of engagement in video game playing. Journal of Experimental Social Psychology. Vol. 45, pp. 624-634.
Jeanne H. Brockmyer, Christine M. Fox, Kathleen A. Curtiss, Evan McBroom, Kimberly M. Burkhart, Jacquelyn N. Pidruzny. (2009). The development of the Game Engagement Questionaire: A
measure of engagement in video game playing. Journal of Experimental Social Psychology. Vol. 45, pp. 624-634.
0	
1	
2	
3	
4	
5	
6	
7	
8	
9	
10	
Level	1	 Level	2	 Level	3	 Level	4	 Level	5	 Level	6	 Level	7	 Level	8	
Avg	Player	Experience	
Fun	
Difficulty	
Frustra<on
B I G P L AY E R D ATA
P L AY E R H A B I T ( P L AY E R F I N G E R P R I N T )
0%	 20%	 40%	 60%	 80%	 100%	
Player	Type	1	
Player	Type	2	
Player	Type	3	
Player	Type	4	
Player	Type	5	
Time	spent	
Game	Mode	A	
Game	Mode	B	
Game	Mode	C	
Game	Mode	D	
Game	Mode	E	
0%	 20%	 40%	 60%	 80%	 100%	
Story	Enjoyer	
Party	Player	
Killer		
Online	Hero	
Allrounder	
Time	spent	
Story	
Campaign	
Arena	
Online	MulAplayer	
Local	MulAplayer
4 P L AY E R T Y P E S N P L AY E R T Y P E S
Story	
Story	Enjoyer	
Party	Player	
Killer		
Online	Hero	
Allrounder	
Story	
Story	Enjoyer	
Party	Player	
Killer		
Online	Hero	
Allrounder	
Explorer
C O L L E C T D ATA F O R
Y O U R E N V I R O N M E N T
C O N T E X T U A L F E E D B A C K
awesome!
confused

/lost frustrated
D E S I G N Y O U R T E S T L I K E
Y O U ’ V E D E S I G N E D Y O U R G A M E
. . H O N E S T & A S S O O N A S P O S S I B L E
C R E AT E Y O U R O W N
N E T W O R K O F E X P E R T S
. . B E H O N E S T
P L AY G A M E S . .
. . L E A R N F R O M G O O D &
F R O M B A D T H I N G S
T H A N K Y O U F O R Y O U R
AT T E N T I O N .
J O H A N N A P I R K E R , J P I R K E R @ M I T. E D U , W W W. J P I R K E R . C O M , @ J O E Y P R I N K
This is how others play your game!

More Related Content

PDF
Why AI Is Shaping our games - Johanna Pirker, 2019
PDF
Tackling Audience Experiences in Games - Gdc19 UX
PDF
Virtual Environments for 3D Visualisations
PDF
Post Game Jam: What's Next?
PDF
Group Forming Processes - Experiences and Best Practice from Different Game Jams
PDF
Talk 2017 Respawn / Devcom - Social Network Analysis in Games and Communities
PDF
Games User Research & User Testing 101
PDF
How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2
Why AI Is Shaping our games - Johanna Pirker, 2019
Tackling Audience Experiences in Games - Gdc19 UX
Virtual Environments for 3D Visualisations
Post Game Jam: What's Next?
Group Forming Processes - Experiences and Best Practice from Different Game Jams
Talk 2017 Respawn / Devcom - Social Network Analysis in Games and Communities
Games User Research & User Testing 101
How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2

What's hot (19)

PDF
Exploratory and Collaborative Learning - Experience in Immersive Environments
PDF
2021 - We are Developers - How Data is Shaping our Games
PDF
Level Up - Everything you need to know about search, you learned playing vide...
PDF
Four ways game research field approach narrative
PDF
Let's put the right questions
PDF
Usabilty workshop, Cluj Napoca
PPTX
How to ditch meetings and play games instead
PPTX
How to ditch meetings and start playing games (UX in the City - Manchester 2017)
PDF
MW18 Workshop: Gaming In Museums: How To Level Up Your Museum’s Public Engage...
PDF
Bullets Kill People: Building Effective Presentations
PPTX
2. research (interactive)(1)
PPTX
Board in the Stacks: Developing a Gaming Collection at your Library
PPTX
Interactive Narrative - Jason Rohrer and the Authorial Role
 
PPTX
Conversation as a platform
PPTX
Unit 1 activity 3 game research
PPTX
Games presentation
PPTX
コンピューターと対話する - Conversation as a platform -
PDF
Shift Remote: Game Dev - Ghost in the Machine: Authorial Voice in System Desi...
PDF
Fares Kayali - ARGs, Persuasion in Context
Exploratory and Collaborative Learning - Experience in Immersive Environments
2021 - We are Developers - How Data is Shaping our Games
Level Up - Everything you need to know about search, you learned playing vide...
Four ways game research field approach narrative
Let's put the right questions
Usabilty workshop, Cluj Napoca
How to ditch meetings and play games instead
How to ditch meetings and start playing games (UX in the City - Manchester 2017)
MW18 Workshop: Gaming In Museums: How To Level Up Your Museum’s Public Engage...
Bullets Kill People: Building Effective Presentations
2. research (interactive)(1)
Board in the Stacks: Developing a Gaming Collection at your Library
Interactive Narrative - Jason Rohrer and the Authorial Role
 
Conversation as a platform
Unit 1 activity 3 game research
Games presentation
コンピューターと対話する - Conversation as a platform -
Shift Remote: Game Dev - Ghost in the Machine: Authorial Voice in System Desi...
Fares Kayali - ARGs, Persuasion in Context
Ad

Viewers also liked (6)

PDF
Learning in Virtual Worlds
PDF
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...
PDF
Learning in Collaborative and Motivational Environments
PDF
ACM ITICSE 2014 - Talk on Motivational Active Learning
PDF
Virtual Teal World
PDF
September Game Jam 2014 Graz
Learning in Virtual Worlds
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...
Learning in Collaborative and Motivational Environments
ACM ITICSE 2014 - Talk on Motivational Active Learning
Virtual Teal World
September Game Jam 2014 Graz
Ad

Similar to Know your player - Optimizing the player experience (20)

PDF
Game Design Course
KEY
Unlock your creative potential: 7 steps to becoming a game designer
PPTX
Fundamentals of game development overview
PPT
PDF
The #1 Skill for Game Designers and How to Practice It
PPTX
98 374 Lesson 01-slides
PDF
Aft713 fundamental of game design 1.2
PPTX
Fundamental of game design part 2
PDF
JazzPresentation
PPT
Swfln Get Your Game On!
PPT
Crafting Interesting Worlds Inspirations from Gaming User Experiences
PPTX
Game Programming Module for Sprite, Scripting
PPT
Pixel-Lab / Games:EDU / Matt Southern / Graduating Games
PDF
A Short Workshop in Game Design
PPTX
Gameplay
KEY
Game On!: How Games are Changing Life, the Web & Everything
PPTX
LAFS Game Mechanics - The Core Mechanic
PDF
More Than Points: Architecting Engagement Through Game Design Thinking
PPSX
Game Design techniques
PPT
Central AR Library System
Game Design Course
Unlock your creative potential: 7 steps to becoming a game designer
Fundamentals of game development overview
The #1 Skill for Game Designers and How to Practice It
98 374 Lesson 01-slides
Aft713 fundamental of game design 1.2
Fundamental of game design part 2
JazzPresentation
Swfln Get Your Game On!
Crafting Interesting Worlds Inspirations from Gaming User Experiences
Game Programming Module for Sprite, Scripting
Pixel-Lab / Games:EDU / Matt Southern / Graduating Games
A Short Workshop in Game Design
Gameplay
Game On!: How Games are Changing Life, the Web & Everything
LAFS Game Mechanics - The Core Mechanic
More Than Points: Architecting Engagement Through Game Design Thinking
Game Design techniques
Central AR Library System

Recently uploaded (20)

DOCX
The AUB Centre for AI in Media Proposal.docx
PPTX
20250228 LYD VKU AI Blended-Learning.pptx
PPTX
Big Data Technologies - Introduction.pptx
PDF
Unlocking AI with Model Context Protocol (MCP)
PDF
MIND Revenue Release Quarter 2 2025 Press Release
PDF
NewMind AI Weekly Chronicles - August'25 Week I
PDF
Chapter 3 Spatial Domain Image Processing.pdf
PPTX
Understanding_Digital_Forensics_Presentation.pptx
PDF
Approach and Philosophy of On baking technology
PPTX
Spectroscopy.pptx food analysis technology
PDF
Architecting across the Boundaries of two Complex Domains - Healthcare & Tech...
PDF
Agricultural_Statistics_at_a_Glance_2022_0.pdf
PDF
cuic standard and advanced reporting.pdf
PDF
How UI/UX Design Impacts User Retention in Mobile Apps.pdf
PDF
KodekX | Application Modernization Development
PDF
The Rise and Fall of 3GPP – Time for a Sabbatical?
PPTX
Programs and apps: productivity, graphics, security and other tools
PDF
Optimiser vos workloads AI/ML sur Amazon EC2 et AWS Graviton
PDF
Reach Out and Touch Someone: Haptics and Empathic Computing
PPTX
Effective Security Operations Center (SOC) A Modern, Strategic, and Threat-In...
The AUB Centre for AI in Media Proposal.docx
20250228 LYD VKU AI Blended-Learning.pptx
Big Data Technologies - Introduction.pptx
Unlocking AI with Model Context Protocol (MCP)
MIND Revenue Release Quarter 2 2025 Press Release
NewMind AI Weekly Chronicles - August'25 Week I
Chapter 3 Spatial Domain Image Processing.pdf
Understanding_Digital_Forensics_Presentation.pptx
Approach and Philosophy of On baking technology
Spectroscopy.pptx food analysis technology
Architecting across the Boundaries of two Complex Domains - Healthcare & Tech...
Agricultural_Statistics_at_a_Glance_2022_0.pdf
cuic standard and advanced reporting.pdf
How UI/UX Design Impacts User Retention in Mobile Apps.pdf
KodekX | Application Modernization Development
The Rise and Fall of 3GPP – Time for a Sabbatical?
Programs and apps: productivity, graphics, security and other tools
Optimiser vos workloads AI/ML sur Amazon EC2 et AWS Graviton
Reach Out and Touch Someone: Haptics and Empathic Computing
Effective Security Operations Center (SOC) A Modern, Strategic, and Threat-In...

Know your player - Optimizing the player experience

  • 1. J P I R K E R @ M I T. E D U S C I E N C E * PA S S I O N * T E C H N O L O G Y K N O W Y O U R P L AY E R – O P T I M I Z I N G T H E P L AY E R E X P E R I E N C E J O H A N N A P I R K E R
  • 2. J O H A N N A P I R K E R • Computer Scientist & Software Engineering @Graz University of Technology • Virtual Worlds @Massachusetts Institute of Technology • Researcher at Institute for Information Systems & Computer Media, TU Graz • Games Research, Design, & Development, Gamification • Virtual, Immersive Worlds & Realities • HCI, E-Learning, UX • Website: www.jpirker.com @ J O E Y P R I N K
  • 3. G A M E D E V E L O P M E N T P R O C E S S
  • 4. – A F R I E N D . “Oh wow - I love your game! The art is so nice! The controls are a bit complicated, but it’s ok! It’s awesome! I love the story!” “WOW! You did this all by yourself? This is so amazing! ” – M O M .
  • 5. IT’S A LOCAL MULTIPLAYER GAME WITH PLACEHOLDER GRAPHICS!?!?
  • 6. T H E M A I N C H A L L E N G E …
  • 7. P H I L T O L E D A N O - H T T P : / / W W W. M R T O L E D A N O . C O M / G A M E R S R E A L & H O N E S T E M O T I O N S
  • 8. Immersion Audio Animation Graphics / 
 Objects Character (1st / 3rd) Interactivity Interface Challenges Quests, Puzzles,… D I F F E R E N T U S E R E X P E R I E N C E S
  • 9. U X I N G A M E S ( V S I N W E B S I T E S / S O F T WA R E ) • Playing games is voluntary • Games are all about fun & experiences • Games industry is extremely competitive
  • 10. U X I N G A M E S : M A I N C H A L L E N G E S • Modern games are large & complex (e.g. GTA, AC,..) • Fluent gaming experience • Fun first: everything should be intuitive and easy to learn • Onboarding strategies and tutorial research • Challenge: Onboarding for newcomers and not boring for “experts”
 

  • 11. G A M E S U S E R E X P E R I E N C E • Quality Assurance • “Can this tree fly?” • Game Usability • How usable is my game? (Interface, controls,..) • Games User Research (GUR) and Games UX Research • Who is my player? What are the created emotions?
  • 12. G A M E S U S E R E X P E R I E N C E
  • 14. M D A F R A M E W O R K ( H U N I C K E , L E B L A N C , Z U B E K ) • Mechanics - the rules or ‘verbs’ of the game • spawn points / ammo / weapons
 • Dynamics - how players use those rules • camping, sniping
 • Aesthetics - how the game makes the player feel • challenge / tension / zen http://www.cs.northwestern.edu/~hunicke/MDA.pdf
  • 15. I T E R AT I V E D E V E L O P M E N T + M D A
  • 16. M E T H O D S + D ATA • Expert Evaluations / Heuristic Evaluation (HE)
 • Playtesting • Surveys, Interviews, Game Logs • Think Aloud Protocol (TA) & Retrospective Testing • Notes, Audio, Video, .. • Biometrics • Biodata, Eye tracking, physical states, emotions • Focus Groups / Interviews with target groups 
 • Game Analytics / Data logging • Quantitative data e.g. engagement, maps, progress details: gamesuserresearchsig.org
  • 17. E X P E RT E VA L U AT I O N … H O N E S T & B R U TA L F E E D B A C K
  • 18. U S A B I L I T Y H E U R I S T I C S F O R V I D E O G A M E D E S I G N ( E . G . ) • 1. Provide consistent responses to the user’s actions. • 2. Allow users to customize video and audio settings, difficulty and game speed. • 3. Provide predictable and reasonable behavior for computer controlled units. • 4. Provide unobstructed views that are appropriate for the user’s current actions • 5. Allow users to skip non-playable and frequently repeated content.
 
 6. Provide intuitive and customizable input mappings. • 7. Provide controls that are easy to manage, and that have an appropriate level of sensitivity and responsiveness. • 8. Provide users with information on game status. • 9. Provide instructions, training, and help. • 10. Provide visual representations that are easy to interpret and that minimize the need for micromanagement. Pinelle, D., Wong, N., & Stach, T. (2008, April). Heuristic evaluation for games: usability principles for video game design. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1453-1462). ACM. KNOW YOUR QUESTIONS!
  • 19. • Who is my target player? • Does the player understand my story? • Does the player know how to play? • Does the player know the way? • Is the learning process balanced? • Does the player have freedom to play? • How does the player feel? • What emotions does the game create? • Who is the real player (playing the shipped game)? K N O W Y O U R Q U E S T I O N S !
  • 20. … W H O I S T H E P L AY E R ? T H E P L AY E R
  • 21. – J A S O N A L L A I R E 
 ( H T T P : / / T H E E S A . C O M / FA C T S / P D F S / E S A _ E F _ 2 0 1 4 . P D F ) “People of all ages play video games. There is no longer a ‘stereotype game player,’ but instead a game player could be your grandparent, your boss, or even your professor.”
  • 23. B A R T L E ’ S G A M E R T Y P E S http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
  • 24. … H O W W O U L D A P L AY E R R E T E L L T H I S S T O RY ? T H E S T O RY
  • 25. G A M E C O N C E P T S A yellow creature eats dots while being chased by ghost monsters… 
 A plumber jumps on the heads of mushrooms to find his girlfriend…
 Birds use physics to take vengeance on pigs… Own everything (Monopoly) AT THE HEART OF EACH GAME THERE IS A SOLID CONCEPT.
  • 26. G A M E C O N C E P T S Formalize the concept of your game - your story - in one sentence 
 … 
 Ask your players/testers after playtesting to formalize the main story in one sentence … compare …
  • 27. … I S T H E U S E R A B L E T O P L AY Y O U R G A M E ? F R E E D O M , I N T E R FA C E , & F E E D B A C K
  • 28. P L AY E R F E E D B A C K http://bethsoft.com/en-gb/games/fallout_shelter Give appropriate feedback
  • 29. F U L L C O N T R O L Add controls requested by players/testers
  • 30. C O N S I S T E N T I N T E R FA C E D E S I G N Nice game from Zambia: http://www.scndgen.com/ Button Text
  • 31. L E A R N I N G T H E G A M E … H O W W O U L D A P L AY E R L E A R N Y O U R M E C H A N I C S ?
  • 35. G A M E O N H O W T O C R E AT E A F L U E N T G A M I N G E X P E R I E N C E ?
  • 36. F L O W ( M I H A LY C S I K S Z E N T M I H A LY I ) ("The Art of Game Design" book by Jesse Schell)
  • 37. G A M E S A R E M A D E F O R T H E P L AY E R S Nice article: http://www.gamasutra.com/view/feature/168114/understanding_user_research_its_.php G A M E S U S E R R E S E A R C H = F E E D B A C K F O R G A M E D E S I G N E R S H O W P L AY E R S W O U L D E X P E R I E N C E T H E I R G A M E S
  • 38. P L AY T E S T I N G … WAT C H O T H E R S P L AY Y O U R G A M E
  • 39. T H I N K I N G A L O U D
  • 40. T H I N K I N G A L O U D P R O T O C O L S . .
  • 41. E Y E - T R A C K I N G • User’s gaze while playing the game is recorded • What does the user see? • What does the user miss?
  • 42. Thanks to Sony London
  • 43. Thanks to Sony London
  • 44. P L AY E R A N A LY S I S
  • 45. H O W T O M E A S U R E F U N ?
  • 46. Jeanne H. Brockmyer, Christine M. Fox, Kathleen A. Curtiss, Evan McBroom, Kimberly M. Burkhart, Jacquelyn N. Pidruzny. (2009). The development of the Game Engagement Questionaire: A measure of engagement in video game playing. Journal of Experimental Social Psychology. Vol. 45, pp. 624-634.
  • 47. Jeanne H. Brockmyer, Christine M. Fox, Kathleen A. Curtiss, Evan McBroom, Kimberly M. Burkhart, Jacquelyn N. Pidruzny. (2009). The development of the Game Engagement Questionaire: A measure of engagement in video game playing. Journal of Experimental Social Psychology. Vol. 45, pp. 624-634.
  • 48. 0 1 2 3 4 5 6 7 8 9 10 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Avg Player Experience Fun Difficulty Frustra<on
  • 49. B I G P L AY E R D ATA
  • 50. P L AY E R H A B I T ( P L AY E R F I N G E R P R I N T ) 0% 20% 40% 60% 80% 100% Player Type 1 Player Type 2 Player Type 3 Player Type 4 Player Type 5 Time spent Game Mode A Game Mode B Game Mode C Game Mode D Game Mode E 0% 20% 40% 60% 80% 100% Story Enjoyer Party Player Killer Online Hero Allrounder Time spent Story Campaign Arena Online MulAplayer Local MulAplayer
  • 51. 4 P L AY E R T Y P E S N P L AY E R T Y P E S Story Story Enjoyer Party Player Killer Online Hero Allrounder Story Story Enjoyer Party Player Killer Online Hero Allrounder Explorer
  • 52. C O L L E C T D ATA F O R Y O U R E N V I R O N M E N T
  • 53. C O N T E X T U A L F E E D B A C K awesome! confused
 /lost frustrated
  • 54. D E S I G N Y O U R T E S T L I K E Y O U ’ V E D E S I G N E D Y O U R G A M E . . H O N E S T & A S S O O N A S P O S S I B L E
  • 55. C R E AT E Y O U R O W N N E T W O R K O F E X P E R T S . . B E H O N E S T
  • 56. P L AY G A M E S . . . . L E A R N F R O M G O O D & F R O M B A D T H I N G S
  • 57. T H A N K Y O U F O R Y O U R AT T E N T I O N . J O H A N N A P I R K E R , J P I R K E R @ M I T. E D U , W W W. J P I R K E R . C O M , @ J O E Y P R I N K This is how others play your game!