- Title Pages
- Foreword
- Author Bios
- Chapter 1 Introduction to Games User Research
- Chapter 2 Games User Research as part of the development process in the game industry
- Chapter 3 It is all about process
- Chapter 4 Post-launch in Games User Research
- Chapter 5 User experience maturity levels
- Chapter 6 Designing a Games User Research lab from scratch
- Chapter 7 An Overview of GUR Methods
- Chapter 8 A framework for player research
- Chapter 9 Surveys in Games User Research
- Chapter 10 Interviewing players
- Chapter 11 Observing the player experience
- Chapter 12 The think-aloud protocol
- Chapter 13 The Rapid Iterative Test and Evaluation Method (RITE)
- Chapter 14 Heuristics uncovered for Games User Researchers and game designers
- Chapter 15 Heuristic evaluation of playability
- Chapter 16 Introduction to biometric measures for Games User Research
- Chapter 17 Developing actionable biometric insights for production teams
- Chapter 18 Reporting user research findings to the development team
- Chapter 19 Game Analytics for Games User Research
- Chapter 20 Punching above your weight: how small studios can leverage data for an unfair advantage
- Chapter 21 Affordable and data-driven user research for indie studios
- Chapter 22 ‘Play as if you were at home’: dealing with biases and test validity
- Chapter 23 Dissecting the Dragon: GUR for Dragon Age™: Inquisition
- Chapter 24 Running user tests with limited resources and experience
- Chapter 25 Starting from scratch: pragmatic and scalable guidelines to impactful Games User Research
- Chapter 26 Strategies for understanding and researching mobile games in context
- Chapter 27 Involving players with special needs in Games User Research
- Chapter 28 Gamer motivation profiling: uses and applications
- Chapter 29 Social Network Analysis in Games User Research
- Chapter 30 A short guide to user testing for simulation sickness in Virtual Reality
- Chapter 31 Frontlines in Games User Research
- Index
Introduction to biometric measures for Games User Research
Introduction to biometric measures for Games User Research
- Chapter:
- (p.281) Chapter 16 Introduction to biometric measures for Games User Research
- Source:
- Games User Research
- Author(s):
Lennart E. Nacke
- Publisher:
- Oxford University Press
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.
Keywords: Games User Research, User testing, Playtesting, Game development, User Experience, Play Experience, Biometrics, Psychophysiology, Psychophysiological measures
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- Title Pages
- Foreword
- Author Bios
- Chapter 1 Introduction to Games User Research
- Chapter 2 Games User Research as part of the development process in the game industry
- Chapter 3 It is all about process
- Chapter 4 Post-launch in Games User Research
- Chapter 5 User experience maturity levels
- Chapter 6 Designing a Games User Research lab from scratch
- Chapter 7 An Overview of GUR Methods
- Chapter 8 A framework for player research
- Chapter 9 Surveys in Games User Research
- Chapter 10 Interviewing players
- Chapter 11 Observing the player experience
- Chapter 12 The think-aloud protocol
- Chapter 13 The Rapid Iterative Test and Evaluation Method (RITE)
- Chapter 14 Heuristics uncovered for Games User Researchers and game designers
- Chapter 15 Heuristic evaluation of playability
- Chapter 16 Introduction to biometric measures for Games User Research
- Chapter 17 Developing actionable biometric insights for production teams
- Chapter 18 Reporting user research findings to the development team
- Chapter 19 Game Analytics for Games User Research
- Chapter 20 Punching above your weight: how small studios can leverage data for an unfair advantage
- Chapter 21 Affordable and data-driven user research for indie studios
- Chapter 22 ‘Play as if you were at home’: dealing with biases and test validity
- Chapter 23 Dissecting the Dragon: GUR for Dragon Age™: Inquisition
- Chapter 24 Running user tests with limited resources and experience
- Chapter 25 Starting from scratch: pragmatic and scalable guidelines to impactful Games User Research
- Chapter 26 Strategies for understanding and researching mobile games in context
- Chapter 27 Involving players with special needs in Games User Research
- Chapter 28 Gamer motivation profiling: uses and applications
- Chapter 29 Social Network Analysis in Games User Research
- Chapter 30 A short guide to user testing for simulation sickness in Virtual Reality
- Chapter 31 Frontlines in Games User Research
- Index