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Games User Research$
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Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke

Print publication date: 2018

Print ISBN-13: 9780198794844

Published to Oxford Scholarship Online: March 2018

DOI: 10.1093/oso/9780198794844.001.0001

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PRINTED FROM OXFORD SCHOLARSHIP ONLINE (oxford.universitypressscholarship.com). (c) Copyright Oxford University Press, 2021. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in OSO for personal use. date: 31 July 2021

Developing actionable biometric insights for production teams

Developing actionable biometric insights for production teams

Case studies and key learnings

(p.301) Chapter 17 Developing actionable biometric insights for production teams
Games User Research

Pierre Chalfoun

Jonathan Dankoff

Oxford University Press

In this chapter we describe the challenges and learnings in establishing processes for developing actionable biometric procedures for production teams. The chapter, divided in four main sections, describes the ongoing efforts of recent years to facilitate the incorporation of the science of biometrics into the culture of video game production, as illustrated through several case studies. The end goal is making biometric data an accessible option in the tool chest of user researchers and an ally in the team’s decision-making processes. Throughout the chapter, references to related work in games user research and academia are presented.

Keywords:   Games User Research, User testing, Playtesting, Game development, User Experience, Play Experience, Psychophysiology, Psychophysiological measures, Biometrics

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