Diary Methods in AAA Games User Research

Author(s):  
Serena Hillman ◽  
Tad Stach ◽  
Jason Procyk ◽  
Veronica Zammitto
Keyword(s):  
2021 ◽  
Vol 42 (1) ◽  
pp. 41-56
Author(s):  
Lucas A. Keefer ◽  
Zachary K. Rothschild

Abstract. Clinical and personality research consistently demonstrates that people can form unhealthy and problematic attachments to material possessions. To better understand this tendency, the current paper extends past research demonstrating that anxieties about other people motivate these attachments. These findings suggest that although object attachment generally correlates with poorer well-being, it may attenuate well-being deficits associated with insecurity about close relationships. The current paper presents two studies using converging correlational ( N = 394) and diary methods ( N = 413) to test whether object attachments’ association with poorer well-being is moderated by relationship uncertainties. We find that both trait (Study 1) and state (Study 2) insecurities about others eliminated, and in some cases reversed, the negative psychological correlates of object attachment. These effects, however, were only observed when focusing on between-person variation in both studies; within-person analysis demonstrated that state variation in object attachment predicted better psychological well-being. These results highlight a need for more nuanced studies of object attachment and well-being.


Author(s):  
Lennart E. Nacke

This chapter presents the physiological metrics used in Games User Research (GUR). Aimed at GUR professionals in the games industry, it explains what methods are available to researchers to measure biometric data while subjects are engaged in play. It sets out when it is appropriate to use biometric measures in GUR projects, the kind of data generated, and the differing ways it can be analysed. The chapter also discusses the trade-offs required when interpreting physiological data, and will help games researchers to make informed decisions about which research questions can benefit from biometric methodologies. As the equipment needed to collect biometric data becomes more sophisticated as well as cheaper, physiological testing of players during a game’s development will become more common. At the same time, Games User Researchers will become more discriminating in its use. Where in the past professionals in the games industry have used biometric testing to generate quick, actionable feedback about player responses to elements of a game, and have been less concerned with the scientific robustness of their methodology, as GUR develops a new breed of games industry professionals are attempting to deploy good academic practice in their researches.


Author(s):  
Sebastian Long

Towards informing the development of new playtesting labs, this chapter outlines the process we used at Player Research for setting up our labs. Setting up a functional lab environment requires a range of considerations—across floor plans, materials selection, technology choices, testing strategies, and more—and in this chapter we describe some of the key lessons we learned along the way.


Author(s):  
Ian Livingston
Keyword(s):  

This chapter opens with a discussion of the author’s personal thoughts and experiences post-launch in Games User Research. Its subsequent sections explore data sources that should be leveraged on a live title, and the importance and limitations of benchmark studies. The chapter concludes with a methodological example that can be implemented to kick-start your own post-launch analysis.


Author(s):  
Anders Drachen ◽  
Pejman Mirza-Babaei ◽  
Lennart E. Nacke

This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced user researchers.


Author(s):  
Jessica M. Yingst ◽  
Nicolle M. Krebs ◽  
Candace R. Bordner ◽  
Andrea L. Hobkirk ◽  
Sophia I. Allen ◽  
...  

COVID-19 has become a global pandemic, with over 81 million cases worldwide. To assess changes in tobacco use as a result of the pandemic, we surveyed a convenience sample of current tobacco users between April and June 2020. The sample was taken from a tobacco user research registry (n = 3396) from the Penn State College of Medicine in Hershey, Pennsylvania, USA. Participants who responded to the survey and were eligible for this study (n = 291) were 25.6% male, 93% white, and had a mean age of 47.3 (SD = 11.6) years. There were no reports of participants testing positive for COVID-19, but 21.7% reported experiencing symptoms associated with the virus. Most participants (67%) believed that their risk of contracting COVID-19 was the same as non-tobacco users, but 57.7% believed that their risk of serious complications, if infected, was greater compared to non-tobacco users. A total of 28% reported increasing their cigarette use during the pandemic. The most common reasons for increased use were increased stress, more time at home, and boredom while quarantined. Nearly 15% reported decreasing their tobacco use. The most common reasons for reduced use were health concerns and more time around non-smokers (including children). A total of 71 (24.5%) users reported making a quit attempt. Characterizing these pandemic-related changes in tobacco use may be important to understanding the full scope of subsequent health outcomes resulting from the pandemic. Tobacco cessation resources should be tailored to allow for safe, appropriate access for those interested in quitting.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Fan Yang ◽  
Abdullah Al Mahmud ◽  
Tao Wang

Abstract Background The demand for home healthcare devices arises; however, many home healthcare devices on the market are not designed to reflect the needs and features of the end-users. This study explored the user knowledge factors that hindered the design of new home healthcare devices and the interrelationships between the factors. Methods The abovementioned factors were identified from analysing the project documents of thirty-eight carefully selected home healthcare devices produced by five manufacturers; followed by interviewing the thirty stakeholders playing key roles in developing the devices. Results The design of the home healthcare devices was influenced by (1) the user insights utilised in formulating project strategies; (2) the sources of user information; (3) the execution of user research; and (4) the formulation of the manufacturers’ principal innovation processes. Conclusions The users’ characteristics and needs were not sufficiently reflected in developing new home healthcare devices. One root cause was that the end-users were not perceived by the manufacturers as a key success factor in most cases, given that most of the devices were initiated following the public sector’s requests. Actual or potential applications of this study include the facilitation of the appropriate application of human factors methods in developing new home healthcare devices and the improvement of the user performance of the end-devices.


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