Projects per year
In this paper we compare the effects of using three game user research methodologies to assist in shaping levels for a 2-D platformer game, and illustrate how the use of such methodologies can help level designers to make more informed decisions in an otherwise qualitative oriented design process. Game user interviews, game metrics and psychophysiology (biometrics) were combined in pairs to gauge usefulness in small-scale commercial game development scenarios such as the casual game industry. Based on the recommendations made by the methods, three sample levels of a Super Mario clone were improved and the opinions of a second sample of users indicated the success of these changes. We conclude that user interviews provide the clearest indications for improvement among the considered methodologies while metrics and biometrics add different types of information that cannot be obtained otherwise.
|Title of host publication||Advances in Computer Entertainment|
|Editors||D Reidsma, H Katayose, A Nijholt|
|Number of pages||16|
|Publication status||Published - 2013|
|Event||ACE 2013: 10th Conference on Advances in Computer Entertainment, 14-11-2013; 2013 - |
Duration: 12 Nov 2013 → 15 Nov 2013
|Name||Lecture Notes in Computer Science|
|Conference||ACE 2013: 10th Conference on Advances in Computer Entertainment, 14-11-2013; 2013|
|Period||12/11/13 → 15/11/13|
- Casual games
- Combined methodologies
- Game industry
- Games user research
- Level design
- Physiological measures
- Quality assurance
- User testing
FingerprintDive into the research topics of 'Comparing game user research methodologies for the improvement of level design in a 2-D platformer'. Together they form a unique fingerprint.
- 1 Finished
BIOMETRIC DESIGN FOR CASUAL GAMES
Calvi, L., van Gisbergen, M., Janssen, D., Gualeni, S., Khan, J. & Davies, O.
1/01/10 → 31/12/13