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Gameplay Metrics in Game User Research: Examples from the Trenches

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Abstract

Games User Research (GUR) has gained a lot of ground recently in game development. It has become apparent just how beneficial knowing your target audience really is. More and more, studios and publishers integrate user-oriented methods in their development process and report direct benefits from this practice, above and beyond simple focus group feedback. This because GUR is a field that is all about the user: their experience, their game, their feeling of fun, etc. As users are also customers, it has become a widely accepted notion that GUR helps to improve games and thereby sales, so the investment and growth in this area is currently considerable (Pagulayan et al. 2003; Pagulayan and Keeker 2007; Isbister and Schaffer 2008; Kim et al. 2008; Drachen and Canossa 2009a, b; Lewis-Ewans 2012).

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Correspondence to Anders Drachen .

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Anders Drachen, Ph.D. is a veteran Data Scientist, currently operating as Lead Game Analyst for Game Analytics (www.gameanalytics.com). He is also affiliated with the PLAIT Lab at Northeastern University (USA) and Aalborg University (Denmark) as an Associate Professor, and sometimes takes on independent consulting jobs. His work in the game industry as well as in data and game science is focused on game analytics, business intelligence for games, game data mining, game user experience, industry economics, business development and game user research. His research and professional work is carried out in collaboration with companies spanning the industry, from big publishers to indies. He writes about analytics for game development on blog.gameanalytics.com, and about game- and data science in general on www.andersdrachen.wordpress.com. His writings can also be found on the pages of Game Developer Magazine and Gamasutra.com.

Alessandro Canossa, Ph.D. is Associate Professor in the College of Arts, Media and Design at Northeastern University, he obtained a MA in Science of Communication from the University of Turin in 1999 and in 2009 he received his PhD from The Danish Design School and The Royal Danish Academy of Fine Arts, School of Architecture. His doctoral research was carried out in collaboration with Io Interactive, a Square Enix game development studio, and it focused on user-centric design methods and approaches: prototypical player behaviors are described procedurally and from those profiles game environments emerge that are able to accommodate all of the possibilities for action. In the course of his research, Dr. Canossa has published more than 30 articles, book chapters, and journal contributions, he has presented at several international conferences including Future Play, GDC San Francisco, GDC Canada, Mindtrek, IFIP Interact, IEEE Conference on Computational Intelligence and Games, ACM Foundations of Digital Games and DiGRA discussing topics from game user research, HCI, game metrics analysis and player experience. He has also received a Best Paper award at the largest media conference in Northern Europe, MindTrek, in 2009. Beside his academic activities he still maintain contact with the industry: his work has been commented on and used by companies such as Ubisoft, Electronic Arts, Microsoft, and Square Enix. Within Square Enix he carries on an ongoing collaboration with IO Interactive, Crystal Dynamics and Beautiful Games Studio, where he has worked on titles such as Kane & Lynch: Dead Men, Tomb Raider: Underworld and Kane & Lynch: Dog Days.

Janus Rau Møller Sørensen: User Research Manager at Crystal Dynamics and IO Interactive (Eidos/Square Enix), managing games user research activities in the US and Europe. Janus has a multidisciplinary academic background in Information Studies and Ethnography & Social Anthropology, and he has worked in the game industry since 2004 – first in Denmark at IO Interactive, and since 2009 in the US at Crystal Dynamics – on titles such as Hitman Absolution, Deus Ex: Human Revolution, Tomb Raider, and Lara Croft & the Guardian of Light. Janus’s chief work-objective is to help enable great game experiences by putting a deep understanding of real people at the center of design decision-making; seeing gamers as human beings, not just behaviors or numbers in a spreadsheet.

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Drachen, A., Canossa, A., Sørensen, J.R.M. (2013). Gameplay Metrics in Game User Research: Examples from the Trenches. In: Seif El-Nasr, M., Drachen, A., Canossa, A. (eds) Game Analytics. Springer, London. https://doi.org/10.1007/978-1-4471-4769-5_14

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  • DOI: https://doi.org/10.1007/978-1-4471-4769-5_14

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