- 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
Involving players with special needs in Games User Research
Involving players with special needs in Games User Research
- Chapter:
- (p.465) Chapter 27 Involving players with special needs in Games User Research
- Source:
- Games User Research
- Author(s):
Kathrin Gerling
Conor Linehan
Regan Mandryk
- Publisher:
- Oxford University Press
This chapter provides an overview of challenges that emerge from the involvement of players with special needs in game development, focusing on user involvement in early design stages, and challenges that emerge during playtesting. Through three case studies focusing on young children, people with disabilities, and older adults, we offer insights into appropriate methodology for GUR with diverse audiences. Additionally, we discuss strategies to establish a respectful and empowering process for user involvement.
Keywords: Games User Research, User testing, Playtesting, Game development, User Experience, Play Experience, Special Needs, Disabilities, Players with special needs, Players with disabilities
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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