How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2Johanna Pirker
Presentation at IFIP ILRN 2016 in Vienna
Authors of the Paper: Johanna Pirker, Simone Griesmayr, Anders Drachen , Rafet Sifa
Link to paper: http://link.springer.com/chapter/10.1007%2F978-3-319-46100-7_8
How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2Johanna Pirker
Presentation at IFIP ILRN 2016 in Vienna
Authors of the Paper: Johanna Pirker, Simone Griesmayr, Anders Drachen , Rafet Sifa
Link to paper: http://link.springer.com/chapter/10.1007%2F978-3-319-46100-7_8
Four ways game research field approach narrativeMirjam Eladhari
Slides for presentation at NECS Conference Gdansk, 14.6.2019
"Four ways game research field approach narrative"
by Mirjam P Eladhari and Hartmut Koenitz
We need to start being an user before testing a Webpage and always we need to have some essential questions in our mind, because the experience that users will receive from the Website will be "a judge" for his/her future navigation.
* This presentation was made for a TechTalk.
In this workshop you will discover:
• What is usability and why is necessary for a software project;
• How an usability audit will be influenced by cultural background?
• Which are the basic questions to put when you start an usability audit?
How to ditch meetings and play games insteadNeil Turner
Games? Aren’t games strictly for outside office hours? Not when it comes to user-centred design. Games are not only great fun, they’re also a fantastic way to approach a problem from a different angle and to get important requirements and information from users, stakeholders and team members, without it even seeming like hard work.
In this presentation I cover some simple design games that you’ll be able to apply straight away to your user-centred design projects. You’ll learn games for generating potential design ideas, for exploring ideas and for refining and evaluating designs with users.
How to ditch meetings and start playing games (UX in the City - Manchester 2017)Neil Turner
Games? Aren’t they strictly for outside office hours? Not when it comes to design games they’re not. Design games are not only great fun, they’re also a fantastic alternative to dull and boring business meetings. Design games are a great way to engage people; to approach problems from a different angle; to build a shared understanding; to generate and explore ideas and to generally get lots of great work done without it even seeming like work in the first place.
These are the slides from my design games workshop at UX in the City - Manchester, May 2017.
MW18 Workshop: Gaming In Museums: How To Level Up Your Museum’s Public Engage...MuseWeb Foundation
By Rae Ostman, Arizona State University, USA, Sarah Chu, Royal Ontario Museum, Canada
This interactive workshop will focus on using games and game design to create more compelling, immersive, and participatory museum experiences. We’ll explore the ways that gaming can advance our professional practice and the visitor experience, offering new ways to design and enhance both traditional and digital forms of engagement.
During the half-day workshop, the presenters will walk through the game development process and share some examples of projects that use games to promote engagement and learning for a variety of audiences, including families, school groups, and young adults.
Participants will then divide into small groups for a fun, collaborative game development activity, with the goal of creating a playable game by the end of the workshop. At the end of the session, participants will understand the potential for “game thinking” to inform museum experiences, be familiar with general resources and ready-to-use educational materials related to games in museums, and be inspired by ways they might apply game design and strategies at their own organizations.
Bullets Kill People: Building Effective PresentationsJay Harris
Slides can destroy. Slides can invigorate. Slides can shape the mood of your audience and bend it at will. Effective communication is a pivotal component of a success. Be it presenting at a user group, assisting with a Sales demo, or simply justifying to your boss the purchase of IDE upgrades, you will give a presentation in your career. But the effectiveness of your presentation is not just about being well-spoken and having a prepared outline; the quality of a slide deck has as much impact on a presentation as the quality of the speaker. Learn to harness this power; use it to tell your story effectively, persuasively, and leave your audience inspired.
Shift Remote: Game Dev - Ghost in the Machine: Authorial Voice in System Desi...Shift Conference
It’s easy to see an agenda in a piece of narrative work, or to see a criticism of an issue in a digital painting,but can math be an expression of our view of the world? Can dynamics of the systems say how we feel about the world? I strongly believe they can, so let me show you how, and why.
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...Johanna Pirker
Presentation of the paper "Design and Evaluation of a Learner-Centric Immersive Learning Environment for Physics Education" at the SouthCHI Conference
Date: 02/07/2013
Four ways game research field approach narrativeMirjam Eladhari
Slides for presentation at NECS Conference Gdansk, 14.6.2019
"Four ways game research field approach narrative"
by Mirjam P Eladhari and Hartmut Koenitz
We need to start being an user before testing a Webpage and always we need to have some essential questions in our mind, because the experience that users will receive from the Website will be "a judge" for his/her future navigation.
* This presentation was made for a TechTalk.
In this workshop you will discover:
• What is usability and why is necessary for a software project;
• How an usability audit will be influenced by cultural background?
• Which are the basic questions to put when you start an usability audit?
How to ditch meetings and play games insteadNeil Turner
Games? Aren’t games strictly for outside office hours? Not when it comes to user-centred design. Games are not only great fun, they’re also a fantastic way to approach a problem from a different angle and to get important requirements and information from users, stakeholders and team members, without it even seeming like hard work.
In this presentation I cover some simple design games that you’ll be able to apply straight away to your user-centred design projects. You’ll learn games for generating potential design ideas, for exploring ideas and for refining and evaluating designs with users.
How to ditch meetings and start playing games (UX in the City - Manchester 2017)Neil Turner
Games? Aren’t they strictly for outside office hours? Not when it comes to design games they’re not. Design games are not only great fun, they’re also a fantastic alternative to dull and boring business meetings. Design games are a great way to engage people; to approach problems from a different angle; to build a shared understanding; to generate and explore ideas and to generally get lots of great work done without it even seeming like work in the first place.
These are the slides from my design games workshop at UX in the City - Manchester, May 2017.
MW18 Workshop: Gaming In Museums: How To Level Up Your Museum’s Public Engage...MuseWeb Foundation
By Rae Ostman, Arizona State University, USA, Sarah Chu, Royal Ontario Museum, Canada
This interactive workshop will focus on using games and game design to create more compelling, immersive, and participatory museum experiences. We’ll explore the ways that gaming can advance our professional practice and the visitor experience, offering new ways to design and enhance both traditional and digital forms of engagement.
During the half-day workshop, the presenters will walk through the game development process and share some examples of projects that use games to promote engagement and learning for a variety of audiences, including families, school groups, and young adults.
Participants will then divide into small groups for a fun, collaborative game development activity, with the goal of creating a playable game by the end of the workshop. At the end of the session, participants will understand the potential for “game thinking” to inform museum experiences, be familiar with general resources and ready-to-use educational materials related to games in museums, and be inspired by ways they might apply game design and strategies at their own organizations.
Bullets Kill People: Building Effective PresentationsJay Harris
Slides can destroy. Slides can invigorate. Slides can shape the mood of your audience and bend it at will. Effective communication is a pivotal component of a success. Be it presenting at a user group, assisting with a Sales demo, or simply justifying to your boss the purchase of IDE upgrades, you will give a presentation in your career. But the effectiveness of your presentation is not just about being well-spoken and having a prepared outline; the quality of a slide deck has as much impact on a presentation as the quality of the speaker. Learn to harness this power; use it to tell your story effectively, persuasively, and leave your audience inspired.
Shift Remote: Game Dev - Ghost in the Machine: Authorial Voice in System Desi...Shift Conference
It’s easy to see an agenda in a piece of narrative work, or to see a criticism of an issue in a digital painting,but can math be an expression of our view of the world? Can dynamics of the systems say how we feel about the world? I strongly believe they can, so let me show you how, and why.
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...Johanna Pirker
Presentation of the paper "Design and Evaluation of a Learner-Centric Immersive Learning Environment for Physics Education" at the SouthCHI Conference
Date: 02/07/2013
The opening slides for Games for Health Conference 2014 covering where things are and where they might head for both the field, and The Games for Health Project alike.
AI is used to create parts of our games. It provides intelligent enemy behavior, techniques such as pathfinding or can be used to generate in-game content procedurally. AI can also play our games. The idea to train computers to beat humans in game-like environments such as Jeopardy!, Chess, or soccer is not a new one. But can AI also design our games? The role of Artificial Intelligence in the game development process is constantly expanding. In this talk, Dr. Pirker will talk about the importance of AI in the past, the present, and especially the future of game development.
As humans, we are wired for connection and have a desire to belong. We thrive in community and often come together around a shared passion, as well as the enjoyment of competition and contest. The widespread success of professional sports illustrates this clearly, and the rise of esports demonstrates how our nature assets itself as we explore other forms of entertainment. As game developers, we can benefit from organized competition, using it to drive engagement and foster strong communities.
Speaker: Peter Heinrich
Wind, Not Sand: Mapping Dynamic Emotion Across a Product LandscapeErin Hoffman-John
Delivered at UX Week 2015 in San Francisco, CA: Existing design work treats emotion as a snapshot -- distinct, moment-based -- when real emotion is a moving target that progresses over time. What is your product’s core emotion? When beginning, sinking into, and finally leaving your experience, what states are you evoking in your user, and in what order? Why do we call them “users”, and what starkness of experience fills our foundational assumption space as a result? When we begin to detect what a user is feeling across time in a product experience (hint: even the latest science on this admits it’s really hard), it’s like seeing color for the first time: dynamic ranges that flow across your product landscape, palettes that differ between users, discords and harmonies as user action intersects with intent. Emergence! Here we’ll put a magnifying glass on that elusive emotional progression, explore how the atomic mechanical actions of interaction evoke specific corresponding emotions (which linger on the mind-palate), and suggest a new way of looking at the designer’s toolset when it comes to interactive design.
A set of tools for any game designer to use. The presentation covers both the toolset available to game designers and a list of additional features such as testing and tips.
Development Darwinism: How to Win Big at Game Jams and Hackathons
Benjamin Taylor gives 11 game post mortems from a decade of rapid prototyping experience. Presented initially at IGDA's Boston Post Mortem in Cambridge, MA on Wed, Jan 15th, 2014. - “Don’t be afraid to fail”, “find new friends”, “learn something new”, you’ve heard all the reasons why participating in a jam is the right thing to do, but let’s face it, you came in wanting to succeed at making a game. This is your chance to learn from a pro how to do things right and make your jam experience a crowning success, regardless of role and experience. Ben Taylor (EA/Nexon) illustrates how to succeed at making a prototype in 36 hours and demonstrate your utility in the game development process.
Ben Taylor has participated in dozens of game jams and hackathons including all of the Global Game Jams, Ludem Dare, and IGN’s game development reality show “The Next Game Boss”. Ben has worked with the game industry for more than a decade starting with Red Octane and most recently as a game engineer at Nexon Mobile in San Francisco. His most recently released game is the new adaptation of “SimCity” (2013) by EA Maxis.
Conscious consumption is not a new idea. But we're only half way there in getting it working: we've got the data.
There is now tonnes of data and information on the stories behind all the products we buy and the companies we interact with.
The next step, is to excite people about using that data in their daily lives, about the prospect of using that data to craft a good life - a life where every action we take is good to the people and the planet that we care about.
How do we cover everything? How do we cover it well? This presentation will outline some of the best practices for storytellers to efficiently produce content in the field.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
Erin Hoffman-John - Effective Games: Why We Can't Have Nice Things (Yet)SeriousGamesAssoc
Erin Hoffman-John, CEO & Chief Creative Officer, Sense of Wonder
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
Rigorously effective games — games that stand up to robust pre- and post-testing of their efficacy on specific measurable outcomes, whether learning or otherwise — have yet to find meaningful commercial success. Why is that? We now know that it is possible to design games to be effective — but our existing markets do not reward companies that do so. This session breaks down the challenges surrounding the development of measurable-outcome games and postulates what would need to change in our social and economic systems to facilitate their development. Based on the three year research project called GlassLab, the session also reflects on the results of that project, its design insights, its social impact, and its predictions for the future.
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018.
Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
The Game Studies Download is compiled annually by Jane McGonigal, Ian Bogost, and Mia Consalvo for the Game Developers Conference.
It's a summary of the top ten research findings from academic game studies from the previous calendar year.
Our main criteria for selecting studies is simple: the direct relevance of the researchers' insights to the future innovation of game design and development.
This talk describes game design challenges considered in the ongoing development of a tabletop game where players bring their real life problems into a the framed safe-space of a play session. The game, tentatively called Mind Shadows, is a game for two or three players who trust each other. The main aim of the design is to create play situations where players in cooperation better can understand situations in their everyday lives that are emotionally complex or difficult, and by this understanding find ways to cope with the situations.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
The Art of the Pitch: WordPress Relationships and Sales
Know your player - Optimizing the player experience
1. J P I R K E R @ M I T. E D U
S C I E N C E * PA S S I O N * T E C H N O L O G Y
K N O W Y O U R P L AY E R – O P T I M I Z I N G
T H E P L AY E R E X P E R I E N C E
J O H A N N A P I R K E R
2. J O H A N N A P I R K E R
• Computer Scientist & Software Engineering @Graz University of Technology
• Virtual Worlds @Massachusetts Institute of Technology
• Researcher at Institute for Information Systems & Computer Media, TU Graz
• Games Research, Design, & Development, Gamification
• Virtual, Immersive Worlds & Realities
• HCI, E-Learning, UX
• Website: www.jpirker.com
@ J O E Y P R I N K
4. – A F R I E N D .
“Oh wow - I love your game! The art is so nice!
The controls are a bit complicated, but it’s ok! It’s
awesome! I love the story!”
“WOW! You did this all by yourself? This is so
amazing! ”
– M O M .
5. IT’S A LOCAL MULTIPLAYER GAME WITH
PLACEHOLDER GRAPHICS!?!?
9. U X I N G A M E S
( V S I N W E B S I T E S / S O F T WA R E )
• Playing games is voluntary
• Games are all about fun & experiences
• Games industry is extremely competitive
10. U X I N G A M E S :
M A I N C H A L L E N G E S
• Modern games are large & complex (e.g. GTA, AC,..)
• Fluent gaming experience
• Fun first: everything should be intuitive and easy to learn
• Onboarding strategies and tutorial research
• Challenge: Onboarding for newcomers and not boring
for “experts”
11. G A M E S U S E R E X P E R I E N C E
• Quality Assurance
• “Can this tree fly?”
• Game Usability
• How usable is my game? (Interface, controls,..)
• Games User Research (GUR) and Games UX Research
• Who is my player? What are the created emotions?
14. M D A F R A M E W O R K
( H U N I C K E , L E B L A N C , Z U B E K )
• Mechanics - the rules or ‘verbs’ of the game
• spawn points / ammo / weapons
• Dynamics - how players use those rules
• camping, sniping
• Aesthetics - how the game makes the player feel
• challenge / tension / zen
http://www.cs.northwestern.edu/~hunicke/MDA.pdf
15. I T E R AT I V E D E V E L O P M E N T + M D A
16. M E T H O D S + D ATA
• Expert Evaluations / Heuristic Evaluation (HE)
• Playtesting
• Surveys, Interviews, Game Logs
• Think Aloud Protocol (TA) & Retrospective Testing
• Notes, Audio, Video, ..
• Biometrics
• Biodata, Eye tracking, physical states, emotions
• Focus Groups / Interviews with target groups
• Game Analytics / Data logging
• Quantitative data e.g. engagement, maps, progress
details: gamesuserresearchsig.org
17. E X P E RT E VA L U AT I O N
… H O N E S T & B R U TA L
F E E D B A C K
18. U S A B I L I T Y H E U R I S T I C S F O R V I D E O
G A M E D E S I G N ( E . G . )
• 1. Provide consistent responses to the user’s actions.
• 2. Allow users to customize video and audio settings, difficulty and game speed.
• 3. Provide predictable and reasonable behavior for computer controlled units.
• 4. Provide unobstructed views that are appropriate for the user’s current actions
• 5. Allow users to skip non-playable and frequently repeated content.
6. Provide intuitive and customizable input mappings.
• 7. Provide controls that are easy to manage, and that have an appropriate level of sensitivity and
responsiveness.
• 8. Provide users with information on game status.
• 9. Provide instructions, training, and help.
• 10. Provide visual representations that are easy to interpret and that minimize the need for
micromanagement.
Pinelle, D., Wong, N., & Stach, T. (2008, April). Heuristic evaluation for games: usability principles for video game design. In Proceedings of the SIGCHI
Conference on Human Factors in Computing Systems (pp. 1453-1462). ACM.
KNOW
YOUR
QUESTIONS!
19. • Who is my target player?
• Does the player understand my story?
• Does the player know how to play?
• Does the player know the way?
• Is the learning process balanced?
• Does the player have freedom to play?
• How does the player feel?
• What emotions does the game create?
• Who is the real player (playing the
shipped game)?
K N O W Y O U R Q U E S T I O N S !
20. … W H O I S T H E P L AY E R ?
T H E P L AY E R
21. – J A S O N A L L A I R E
( H T T P : / / T H E E S A . C O M / FA C T S / P D F S / E S A _ E F _ 2 0 1 4 . P D F )
“People of all ages play video games. There is no
longer a ‘stereotype game player,’ but instead a
game player could be your grandparent,
your boss, or even your professor.”
23. B A R T L E ’ S G A M E R T Y P E S
http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
24. … H O W W O U L D A P L AY E R
R E T E L L T H I S S T O RY ?
T H E S T O RY
25. G A M E C O N C E P T S
A yellow creature eats dots while being chased by ghost
monsters…
A plumber jumps on the heads of mushrooms to find his
girlfriend…
Birds use physics to take vengeance on pigs…
Own everything (Monopoly)
AT
THE
HEART
OF
EACH
GAME
THERE
IS
A
SOLID
CONCEPT.
26. G A M E C O N C E P T S
Formalize the concept of your game - your story - in one
sentence
…
Ask your players/testers after playtesting to formalize the
main story in one sentence
… compare …
27. … I S T H E U S E R A B L E T O
P L AY Y O U R G A M E ?
F R E E D O M , I N T E R FA C E ,
& F E E D B A C K
28. P L AY E R F E E D B A C K
http://bethsoft.com/en-gb/games/fallout_shelter
Give appropriate feedback
29. F U L L C O N T R O L
Add controls requested by players/testers
30. C O N S I S T E N T I N T E R FA C E D E S I G N
Nice game from Zambia: http://www.scndgen.com/
Button
Text
31. L E A R N I N G T H E G A M E
… H O W W O U L D A P L AY E R
L E A R N Y O U R M E C H A N I C S ?
35. G A M E O N
H O W T O C R E AT E A F L U E N T
G A M I N G E X P E R I E N C E ?
36. F L O W ( M I H A LY C S I K S Z E N T M I H A LY I )
("The Art of Game Design" book by Jesse Schell)
37. G A M E S A R E M A D E F O R
T H E P L AY E R S
Nice article: http://www.gamasutra.com/view/feature/168114/understanding_user_research_its_.php
G A M E S U S E R R E S E A R C H = F E E D B A C K
F O R G A M E D E S I G N E R S H O W P L AY E R S
W O U L D E X P E R I E N C E T H E I R G A M E S
38. P L AY T E S T I N G
… WAT C H O T H E R S P L AY
Y O U R G A M E
46. Jeanne H. Brockmyer, Christine M. Fox, Kathleen A. Curtiss, Evan McBroom, Kimberly M. Burkhart, Jacquelyn N. Pidruzny. (2009). The development of the Game Engagement Questionaire: A
measure of engagement in video game playing. Journal of Experimental Social Psychology. Vol. 45, pp. 624-634.
47. Jeanne H. Brockmyer, Christine M. Fox, Kathleen A. Curtiss, Evan McBroom, Kimberly M. Burkhart, Jacquelyn N. Pidruzny. (2009). The development of the Game Engagement Questionaire: A
measure of engagement in video game playing. Journal of Experimental Social Psychology. Vol. 45, pp. 624-634.
50. P L AY E R H A B I T ( P L AY E R F I N G E R P R I N T )
0% 20% 40% 60% 80% 100%
Player Type 1
Player Type 2
Player Type 3
Player Type 4
Player Type 5
Time spent
Game Mode A
Game Mode B
Game Mode C
Game Mode D
Game Mode E
0% 20% 40% 60% 80% 100%
Story Enjoyer
Party Player
Killer
Online Hero
Allrounder
Time spent
Story
Campaign
Arena
Online MulAplayer
Local MulAplayer
51. 4 P L AY E R T Y P E S N P L AY E R T Y P E S
Story
Story Enjoyer
Party Player
Killer
Online Hero
Allrounder
Story
Story Enjoyer
Party Player
Killer
Online Hero
Allrounder
Explorer
52. C O L L E C T D ATA F O R
Y O U R E N V I R O N M E N T
53. C O N T E X T U A L F E E D B A C K
awesome!
confused
/lost frustrated
54. D E S I G N Y O U R T E S T L I K E
Y O U ’ V E D E S I G N E D Y O U R G A M E
. . H O N E S T & A S S O O N A S P O S S I B L E
55. C R E AT E Y O U R O W N
N E T W O R K O F E X P E R T S
. . B E H O N E S T
56. P L AY G A M E S . .
. . L E A R N F R O M G O O D &
F R O M B A D T H I N G S
57. T H A N K Y O U F O R Y O U R
AT T E N T I O N .
J O H A N N A P I R K E R , J P I R K E R @ M I T. E D U , W W W. J P I R K E R . C O M , @ J O E Y P R I N K
This is how others play your game!