Comparing game user research methodologies for the improvement of level design in a 2-D platformer

MA Gómez Maureira, DP Janssen, S Gualeni, M. Westerlaken, L Calvi

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationAdvances in Computer Entertainment
EditorsD Reidsma, H Katayose, A Nijholt
PublisherSpringer
Pages77-92
Number of pages16
ISBN (Electronic)9783319031613
ISBN (Print)9783319031606
DOIs
Publication statusPublished - 2013
EventACE 2013: 10th Conference on Advances in Computer Entertainment, 14-11-2013; 2013 -
Duration: 12 Nov 201315 Nov 2013

Publication series

NameLecture Notes in Computer Science
PublisherSpringer
Volume8253

Conference

ConferenceACE 2013: 10th Conference on Advances in Computer Entertainment, 14-11-2013; 2013
Period12/11/1315/11/13

Keywords

  • Biometrics
  • Casual games
  • Combined methodologies
  • Game industry
  • Games
  • Games user research
  • Level design
  • Physiological measures
  • Platformer
  • Quality assurance
  • User testing

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