Digital Game Research, User Experience and the Brain

User Experience

Recently, my research was featured in an article by Harry Brignull for the UX community, entitled “UX for videogame design: Gameplay Research”, where he describes succinctly what some of my colleagues and me are doing in game science, where our main focus is to understand players from an empirical research perspective.

Digital Game Research and User Experience

If you are in London around first week of September, you can participate in a highly interesting panel about Playability and Player Experience Research I am chairing on September 1st, 2.00 – 3.30pm at DiGRA, where we will discuss UX methods for analyzing games and players. If you want to get a glimpse of what will be talked about, jump to Joerg’s game usability blog, read a brand new hot paper from Anders, Alessandro and Georgios entitled “Player Modeling using Self-Organization in Tomb Raider: Underworld” (pdf), read Hannu’s paper on Playability heuristics for mobile multi-player games or check the recent publications from the TU/e Game XP Lab. Continue reading


My GDC Canada Experience – Day Two

Game metrics and biometrics panel

Panelists: Mike, Tad, Regan, Alessandro, Lennart. Read about day one.

Having survived day one of GDC Canada, filled with meeting great people and listening to excellent talks, the next day would even top my experience. First, of course, I went to see the keynote by Bioware founders Dr. Ray Muzyka and Dr. Greg Zeschuk about their quest to fully engage a player emotionally in the interactive narratives they create. Again, it was a very friendly atmosphere, almost like you were hanging out at a friend’s place for watching game trailers and having barbecue. The presenters were excellent, however, contentwise I yearned for more than just a recap of Bartle’s player types and cool clips of their milestone games, but was left unserved. Then, there was also this trailer, which was different and disturbing: Continue reading