SlideShare a Scribd company logo
1 of 6
Download to read offline
Make Better
Games Through
Behavioral
Research
Analyze gameplay on our behavioral research platform
to design more engaging video games.
What is Situated Research?
We do‘in-situ’game research.
We examine how technology can cause specific behavior and apply that
knowledge to help you design better products. You should know exactly
what kind of experience you create: so you can design situations that yield
intended, meaningful outcomes with lasting results.
Situated Research adds insight to your game by recording and analyzing
player interaction within situated gaming environments. Our techniques
uncover user practices and behaviors that will allow you to create spot-
on solutions that balance aesthetics with functionality, while maximizing
interactive experiences.
WHY‘IN-SITU’?
By studying users in their natural settings, we gain insight into actual use rather than‘use in a lab’.
WHAT DATA ANALYSIS PLATFORM?
We’ll gather data showing users interacting with your product, which will be encoded and tran-
scribed on the Transana cloud-based research platform. A recursive analysis allows usability patterns
to emerge through a recursive analysis of gameplay footage.
HOW DOES IT MAKE GAMES BETTER?
Intensive data analysis yields powerful, actionable findings that speak directly from your users: a
most effective way to inform design and create good usability.
Collaborative Play Unmatched Expertise to Provide
an Unbiased, Outside Perspective
Identity and Social Engagement Our Published Research
We draw from a wide domain of practical knowledge that is
unmatched by other research firms:
* Information design, programming & computer hardware
* Game design, user interface & user experience design
* Behavioral psychology, engagement & motivation
* Interaction analysis, participatory design & activity theory
* Cross-cultural communication & regional cultural dimensions
* Collaborative gaming, distributed work & online communities
* Human-computer interaction & cognitive mental models
We will help you take an open-ended look at how the design
of specific visualizations, rules, and behaviors manifest in
human interaction and engaging game play in your games.
By studying relationships among game interfaces and player
behavior, you can exploit them to maximize motivation and
flow (a feeling where one loses track of time and their sur-
roundings).
Situated Research understands the importance of role spe-
cialization and complimentary virtual identities in games like
MMORPGs. These game designs often involve high degrees of
role-specialization, where group participation is required for success (such as guild for-
mation, where characters of different ability work together towards mutual goals). We
research how group activities and specialization (assuming roles) can be best leveraged
to provide additional engagement and a social pull to play your games.
Our research on collaborative behavior and learning
provide another tool with which to maximize the gaming
experience. We understand the needs of the millennial
generation, who seek collaborative interaction within
their social networks of friends.
This can be leveraged to create situations where social
groups rely on the collaborative effort of individuals to
achieve success. At Situated Research, we specialize in
designing gaming environments where group participa-
tion can serve game mechanics and goals.
Our academic, self-funded research focuses on creating
engaging, collaborative video game play for learning:
taking an open-ended look at what is accomplished while
playing games.
The research initiated during Dr. Sharritt’s doctoral disser-
tation led him to discover features of commercial games
that manifest in collaborative human interaction and
engaging game play. These discoveries can transfer to the
design of hardware, software, web and game interfaces to
create meaningful interaction.
To learn more about our research (in academic journal
papers, book chapters, and magazine articles), please visit
our website at www.situatedresearch.com.
What We Do For You
Research shows that games can communicate
complex ideas through exploration and play, using
constant feedback and assessment such as one
finds in nature. This allows players to learn in-game
properties of objects through play and interaction.
Designing both the affordances of these in-game
objects and their social properites are key compo-
nents of engaging gameplay.
Whether you would like to independently verify
the work of your own usability team, or you could
use usability specialists to supplement your design
process, we assure that we will uncover the often-
overlooked details of game player behavior.
MOST GAME RESEARCH PROJECTS INVOLVE:
1. Investigating current and potential use of your game & target audience
2. Gathering data and footage of game players, in actual gaming environments
3. A rigorous in-depth interaction analysis of player behaviors & interactions
4. A succinct report describing issues that require resolution or further redesign
Our unique, cutting-edge approach draws from a multi-disciplinary background to
construct a complete and detailed picture of actual gameplay to inform design.
Situated Research studies game player interaction after conducting detailed and
recursive analyses of recorded video. Summaries of gameplay patterns, interac-
tions, and collaboration will inform design: supported empirically with video clips
that best illustrate game features requiring attention.
Situated Research finds ways to maximize self-efficacy, fun, and flow by analyzing patterns in gameplay. This knowledge helps to design
gameplay that yields intended, meaningful outcomes that leave a lasting impression on gamers. Our research philosophy guides game
play analysis, observing gamers while they act in their natural environment,“in-situ”. By obtaining information that is highly relevant to the
players themselves, you will be able to inform game design to yield more interactive, fun and playable games.
Research Approach
Trusted by some of the world’s top developers.
Utilize user-generated content and collaboration.
Designing for user-generated content, which allows
game players to invest in a game by creating their own
additional content, serves to keep game players inter-
ested in playing the game longer. Whether providing
players with custom content or UI’s, we can help you
design collaborative tools that foster a growing com-
munity of experts, so game content is self-sustaining.
Conduct advanced usability tests on the interface.
While our usability expertise goes far beyond the inter-
face, we have a solid understanding of usability heuris-
tics and what makes a game easy to play. We excel past
other usability experts by connecting the dots for you:
explaining in detail how the user-interface promotes
particular action potentials for players, and how those
action potentials influence the game experience.
Hit a hole-in-one with Situated Research.
Knock out the competition with Situated Research.
As life-long gamers, we are passionate about improv-
ing game experiences, so keep us in your back pocket!
Utilize our expertise in UX design, software engineering,
psychology, and communication to create innovative,
engaging games that boost your ROI and blow away the
competition. Send us a message today to get started.
Boost sales by gaining insight into the experience.
The game player’s experience correlates directly with
game sales: game player ratings and word-of-mouth ad-
vertising contribute to a game’s hype and ability to sell.
Situated Research will help you achieve the experience
that players crave when they purchase games.
By partnering with Situated Research, you can expect a big return on investment on any games in which we collaborate.
Our research and expertise pays for itself through increased game sales. We accomplish this by helping you create a game
that is more fun, engaging, and addictictive to play.
What sort of difference will you realize by choosing Situated Research?
Engagement. Flow. Players are hooked.
Flow, or a game’s ability to immserse players so they
lose track of time and their surroundings, separates
good games from great games. We have the tools
available to determine just how good your game is at
engaging its players.
Find relationships among gameplay and goals.
Our recursive analysis of video incorporates activ-
ity theory to look for relationships among player
actions and larger game objectives to see if they are
in-line. We trace those objectives down to individual
operations within the game interface as well.
© 2015 Situated Research | All Rights Reserved
SITUATED RESEARCH
P.O. Box 503, Naperville, IL 60566
info@situatedresearch.com | (630) 522-0855
www.situatedresearch.com

More Related Content

What's hot

There Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of GamificationThere Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of GamificationSebastian Deterding
 
Facilitating Service Interactions with Design Games - Hatami, Mattelmäki
Facilitating Service Interactions with Design Games - Hatami, MattelmäkiFacilitating Service Interactions with Design Games - Hatami, Mattelmäki
Facilitating Service Interactions with Design Games - Hatami, MattelmäkiServDes
 
Paideia as Paidia: From Game-Based Learning to a Life Well-Played
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedPaideia as Paidia: From Game-Based Learning to a Life Well-Played
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
 
MarsAshton_DefiningNarrativeDevices_MAThesis
MarsAshton_DefiningNarrativeDevices_MAThesisMarsAshton_DefiningNarrativeDevices_MAThesis
MarsAshton_DefiningNarrativeDevices_MAThesisMars Ashton
 
Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, ...
Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, ...Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, ...
Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, ...ServDes
 
Adaptation in Applied Video Games: from Player Modelling to Dynamic Game Adj...
Adaptation in Applied Video Games: from Player Modelling to  Dynamic Game Adj...Adaptation in Applied Video Games: from Player Modelling to  Dynamic Game Adj...
Adaptation in Applied Video Games: from Player Modelling to Dynamic Game Adj...Boyan Bontchev
 
Rules of Engagement: How Gamification is Changing the World
Rules of Engagement: How Gamification is Changing the World Rules of Engagement: How Gamification is Changing the World
Rules of Engagement: How Gamification is Changing the World Margaret Wallace
 
Meaningful Play. Getting »Gamification« Right.
Meaningful Play. Getting »Gamification« Right.Meaningful Play. Getting »Gamification« Right.
Meaningful Play. Getting »Gamification« Right.Sebastian Deterding
 
Gamification: Future or Fail?
Gamification: Future or Fail?Gamification: Future or Fail?
Gamification: Future or Fail?Socialphysicist
 
Graphics, playability and social interaction, the greatest motivations for pl...
Graphics, playability and social interaction, the greatest motivations for pl...Graphics, playability and social interaction, the greatest motivations for pl...
Graphics, playability and social interaction, the greatest motivations for pl...Beatriz Marcano Lárez
 
Smart Gamification GDC2011
Smart Gamification GDC2011Smart Gamification GDC2011
Smart Gamification GDC2011Amy Jo Kim
 
Nordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of NurturingNordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of NurturingAki Järvinen
 
Just add points? What UX can (and cannot) learn from games
Just add points? What UX can (and cannot) learn from gamesJust add points? What UX can (and cannot) learn from games
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
 
From Game Design Elements to Gamefulness: Defining "Gamification"
From Game Design Elements to Gamefulness: Defining "Gamification"From Game Design Elements to Gamefulness: Defining "Gamification"
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
 
Aste v2 3
Aste v2 3Aste v2 3
Aste v2 3webb20
 
Holistic player modeling for controlling adaptation in video games
Holistic player modeling for controlling adaptation in video gamesHolistic player modeling for controlling adaptation in video games
Holistic player modeling for controlling adaptation in video gamesBoyan Bontchev
 

What's hot (19)

There Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of GamificationThere Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of Gamification
 
Facilitating Service Interactions with Design Games - Hatami, Mattelmäki
Facilitating Service Interactions with Design Games - Hatami, MattelmäkiFacilitating Service Interactions with Design Games - Hatami, Mattelmäki
Facilitating Service Interactions with Design Games - Hatami, Mattelmäki
 
Paideia as Paidia: From Game-Based Learning to a Life Well-Played
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedPaideia as Paidia: From Game-Based Learning to a Life Well-Played
Paideia as Paidia: From Game-Based Learning to a Life Well-Played
 
MarsAshton_DefiningNarrativeDevices_MAThesis
MarsAshton_DefiningNarrativeDevices_MAThesisMarsAshton_DefiningNarrativeDevices_MAThesis
MarsAshton_DefiningNarrativeDevices_MAThesis
 
Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, ...
Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, ...Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, ...
Efficiently Inefficient: Service Design Games As Innovation Tools - Hannula, ...
 
Work better, Play Together. On Enterprise Gamification
Work better, Play Together.  On Enterprise GamificationWork better, Play Together.  On Enterprise Gamification
Work better, Play Together. On Enterprise Gamification
 
Adaptation in Applied Video Games: from Player Modelling to Dynamic Game Adj...
Adaptation in Applied Video Games: from Player Modelling to  Dynamic Game Adj...Adaptation in Applied Video Games: from Player Modelling to  Dynamic Game Adj...
Adaptation in Applied Video Games: from Player Modelling to Dynamic Game Adj...
 
Gamification in Enterprise Technology
Gamification in Enterprise TechnologyGamification in Enterprise Technology
Gamification in Enterprise Technology
 
Rules of Engagement: How Gamification is Changing the World
Rules of Engagement: How Gamification is Changing the World Rules of Engagement: How Gamification is Changing the World
Rules of Engagement: How Gamification is Changing the World
 
Meaningful Play. Getting »Gamification« Right.
Meaningful Play. Getting »Gamification« Right.Meaningful Play. Getting »Gamification« Right.
Meaningful Play. Getting »Gamification« Right.
 
Gamification: Future or Fail?
Gamification: Future or Fail?Gamification: Future or Fail?
Gamification: Future or Fail?
 
Graphics, playability and social interaction, the greatest motivations for pl...
Graphics, playability and social interaction, the greatest motivations for pl...Graphics, playability and social interaction, the greatest motivations for pl...
Graphics, playability and social interaction, the greatest motivations for pl...
 
Smart Gamification GDC2011
Smart Gamification GDC2011Smart Gamification GDC2011
Smart Gamification GDC2011
 
Gamification Elements
Gamification ElementsGamification Elements
Gamification Elements
 
Nordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of NurturingNordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of Nurturing
 
Just add points? What UX can (and cannot) learn from games
Just add points? What UX can (and cannot) learn from gamesJust add points? What UX can (and cannot) learn from games
Just add points? What UX can (and cannot) learn from games
 
From Game Design Elements to Gamefulness: Defining "Gamification"
From Game Design Elements to Gamefulness: Defining "Gamification"From Game Design Elements to Gamefulness: Defining "Gamification"
From Game Design Elements to Gamefulness: Defining "Gamification"
 
Aste v2 3
Aste v2 3Aste v2 3
Aste v2 3
 
Holistic player modeling for controlling adaptation in video games
Holistic player modeling for controlling adaptation in video gamesHolistic player modeling for controlling adaptation in video games
Holistic player modeling for controlling adaptation in video games
 

Viewers also liked

Viewers also liked (17)

Power drac
Power dracPower drac
Power drac
 
06 the reality_eng
06 the reality_eng06 the reality_eng
06 the reality_eng
 
Certificates_Bakhtiar Saffuan 9
Certificates_Bakhtiar Saffuan 9Certificates_Bakhtiar Saffuan 9
Certificates_Bakhtiar Saffuan 9
 
Certificates_Bakhtiar Saffuan 8
Certificates_Bakhtiar Saffuan 8Certificates_Bakhtiar Saffuan 8
Certificates_Bakhtiar Saffuan 8
 
Cuidadosdelagua
CuidadosdelaguaCuidadosdelagua
Cuidadosdelagua
 
CV_Sourav Adak
CV_Sourav AdakCV_Sourav Adak
CV_Sourav Adak
 
Newtrees update april_2014_rev_a
Newtrees update april_2014_rev_aNewtrees update april_2014_rev_a
Newtrees update april_2014_rev_a
 
Problem Structuring Methods - Parte Prima
Problem Structuring Methods - Parte PrimaProblem Structuring Methods - Parte Prima
Problem Structuring Methods - Parte Prima
 
Cara membuat gmail
Cara membuat gmailCara membuat gmail
Cara membuat gmail
 
Contoh gambar kerajinan teksti1
Contoh gambar kerajinan teksti1Contoh gambar kerajinan teksti1
Contoh gambar kerajinan teksti1
 
Pra latihan
Pra latihanPra latihan
Pra latihan
 
Taller
TallerTaller
Taller
 
What grunt?
What grunt?What grunt?
What grunt?
 
Introduction to Arc Flash/Blast Electrical Hazards
Introduction to Arc Flash/Blast Electrical HazardsIntroduction to Arc Flash/Blast Electrical Hazards
Introduction to Arc Flash/Blast Electrical Hazards
 
Arc Flash Training by OSHA
Arc Flash Training by OSHAArc Flash Training by OSHA
Arc Flash Training by OSHA
 
Conceptos básicos de Salud y Seguridad Ocupacional
Conceptos básicos de Salud y Seguridad OcupacionalConceptos básicos de Salud y Seguridad Ocupacional
Conceptos básicos de Salud y Seguridad Ocupacional
 
2016 Science and urban planning theory. Learning from ecology and reality
 2016 Science and urban planning theory. Learning from ecology and reality  2016 Science and urban planning theory. Learning from ecology and reality
2016 Science and urban planning theory. Learning from ecology and reality
 

Similar to SituatedResearch-Games

Situated Research Games
Situated Research GamesSituated Research Games
Situated Research Gamessharritt
 
Top 3 mobile games.pdf
Top 3 mobile games.pdfTop 3 mobile games.pdf
Top 3 mobile games.pdfmoonchaudhy
 
Perfecting A Video Game with Game Metrics
Perfecting A Video Game with Game MetricsPerfecting A Video Game with Game Metrics
Perfecting A Video Game with Game MetricsTELKOMNIKA JOURNAL
 
Game Behavioral Analytics
Game Behavioral AnalyticsGame Behavioral Analytics
Game Behavioral Analyticsmdk8989
 
DSDT Meetup February 2018
DSDT Meetup February 2018DSDT Meetup February 2018
DSDT Meetup February 2018DSDT_MTL
 
SeemakurtyEtAlHCOMP2010
SeemakurtyEtAlHCOMP2010SeemakurtyEtAlHCOMP2010
SeemakurtyEtAlHCOMP2010Jonathan Chu
 
Why Game Development Services Are Pivotal
Why Game Development Services Are PivotalWhy Game Development Services Are Pivotal
Why Game Development Services Are PivotalRed Apple Technologies
 
Games and Crowds: Now, Near, Next
Games and Crowds: Now, Near, NextGames and Crowds: Now, Near, Next
Games and Crowds: Now, Near, NextBen Sawyer
 
Aste v2 3
Aste v2 3Aste v2 3
Aste v2 3webb20
 
Using predictions to improve profitability of digital games
Using predictions to improve profitability of digital gamesUsing predictions to improve profitability of digital games
Using predictions to improve profitability of digital gamesSonamine
 
Human Computer Interaction
Human Computer InteractionHuman Computer Interaction
Human Computer Interactionkhairul imam
 
Triple helix-ig-presentation
Triple helix-ig-presentationTriple helix-ig-presentation
Triple helix-ig-presentationLuke Hohmann
 
References Gaming
References GamingReferences Gaming
References GamingSuErl
 
IIW-2009a Games (Session F10)
IIW-2009a Games (Session F10)IIW-2009a Games (Session F10)
IIW-2009a Games (Session F10)Nancy Frishberg
 
Translating In-Person Experiences to Online Tools
Translating In-Person Experiences to Online ToolsTranslating In-Person Experiences to Online Tools
Translating In-Person Experiences to Online ToolsEnthiosys Inc
 

Similar to SituatedResearch-Games (20)

Situated Research Games
Situated Research GamesSituated Research Games
Situated Research Games
 
Top 3 mobile games.pdf
Top 3 mobile games.pdfTop 3 mobile games.pdf
Top 3 mobile games.pdf
 
Perfecting A Video Game with Game Metrics
Perfecting A Video Game with Game MetricsPerfecting A Video Game with Game Metrics
Perfecting A Video Game with Game Metrics
 
Game Behavioral Analytics
Game Behavioral AnalyticsGame Behavioral Analytics
Game Behavioral Analytics
 
Dsdt meetup 2018 02-12
Dsdt meetup 2018 02-12Dsdt meetup 2018 02-12
Dsdt meetup 2018 02-12
 
Dsdt meetup 2018
Dsdt meetup 2018 Dsdt meetup 2018
Dsdt meetup 2018
 
DSDT Meetup February 2018
DSDT Meetup February 2018DSDT Meetup February 2018
DSDT Meetup February 2018
 
Gaming
GamingGaming
Gaming
 
SeemakurtyEtAlHCOMP2010
SeemakurtyEtAlHCOMP2010SeemakurtyEtAlHCOMP2010
SeemakurtyEtAlHCOMP2010
 
R.A.W - THE GAME
R.A.W - THE GAMER.A.W - THE GAME
R.A.W - THE GAME
 
Why Game Development Services Are Pivotal
Why Game Development Services Are PivotalWhy Game Development Services Are Pivotal
Why Game Development Services Are Pivotal
 
Games and Crowds: Now, Near, Next
Games and Crowds: Now, Near, NextGames and Crowds: Now, Near, Next
Games and Crowds: Now, Near, Next
 
Aste v2 3
Aste v2 3Aste v2 3
Aste v2 3
 
Using predictions to improve profitability of digital games
Using predictions to improve profitability of digital gamesUsing predictions to improve profitability of digital games
Using predictions to improve profitability of digital games
 
Human Computer Interaction
Human Computer InteractionHuman Computer Interaction
Human Computer Interaction
 
Triple helix-ig-presentation
Triple helix-ig-presentationTriple helix-ig-presentation
Triple helix-ig-presentation
 
References Gaming
References GamingReferences Gaming
References Gaming
 
IIW-2009a Games (Session F10)
IIW-2009a Games (Session F10)IIW-2009a Games (Session F10)
IIW-2009a Games (Session F10)
 
Web browser game development(lncs)
Web browser game development(lncs)Web browser game development(lncs)
Web browser game development(lncs)
 
Translating In-Person Experiences to Online Tools
Translating In-Person Experiences to Online ToolsTranslating In-Person Experiences to Online Tools
Translating In-Person Experiences to Online Tools
 

SituatedResearch-Games

  • 1. Make Better Games Through Behavioral Research Analyze gameplay on our behavioral research platform to design more engaging video games.
  • 2. What is Situated Research? We do‘in-situ’game research. We examine how technology can cause specific behavior and apply that knowledge to help you design better products. You should know exactly what kind of experience you create: so you can design situations that yield intended, meaningful outcomes with lasting results. Situated Research adds insight to your game by recording and analyzing player interaction within situated gaming environments. Our techniques uncover user practices and behaviors that will allow you to create spot- on solutions that balance aesthetics with functionality, while maximizing interactive experiences. WHY‘IN-SITU’? By studying users in their natural settings, we gain insight into actual use rather than‘use in a lab’. WHAT DATA ANALYSIS PLATFORM? We’ll gather data showing users interacting with your product, which will be encoded and tran- scribed on the Transana cloud-based research platform. A recursive analysis allows usability patterns to emerge through a recursive analysis of gameplay footage. HOW DOES IT MAKE GAMES BETTER? Intensive data analysis yields powerful, actionable findings that speak directly from your users: a most effective way to inform design and create good usability.
  • 3. Collaborative Play Unmatched Expertise to Provide an Unbiased, Outside Perspective Identity and Social Engagement Our Published Research We draw from a wide domain of practical knowledge that is unmatched by other research firms: * Information design, programming & computer hardware * Game design, user interface & user experience design * Behavioral psychology, engagement & motivation * Interaction analysis, participatory design & activity theory * Cross-cultural communication & regional cultural dimensions * Collaborative gaming, distributed work & online communities * Human-computer interaction & cognitive mental models We will help you take an open-ended look at how the design of specific visualizations, rules, and behaviors manifest in human interaction and engaging game play in your games. By studying relationships among game interfaces and player behavior, you can exploit them to maximize motivation and flow (a feeling where one loses track of time and their sur- roundings). Situated Research understands the importance of role spe- cialization and complimentary virtual identities in games like MMORPGs. These game designs often involve high degrees of role-specialization, where group participation is required for success (such as guild for- mation, where characters of different ability work together towards mutual goals). We research how group activities and specialization (assuming roles) can be best leveraged to provide additional engagement and a social pull to play your games. Our research on collaborative behavior and learning provide another tool with which to maximize the gaming experience. We understand the needs of the millennial generation, who seek collaborative interaction within their social networks of friends. This can be leveraged to create situations where social groups rely on the collaborative effort of individuals to achieve success. At Situated Research, we specialize in designing gaming environments where group participa- tion can serve game mechanics and goals. Our academic, self-funded research focuses on creating engaging, collaborative video game play for learning: taking an open-ended look at what is accomplished while playing games. The research initiated during Dr. Sharritt’s doctoral disser- tation led him to discover features of commercial games that manifest in collaborative human interaction and engaging game play. These discoveries can transfer to the design of hardware, software, web and game interfaces to create meaningful interaction. To learn more about our research (in academic journal papers, book chapters, and magazine articles), please visit our website at www.situatedresearch.com.
  • 4. What We Do For You Research shows that games can communicate complex ideas through exploration and play, using constant feedback and assessment such as one finds in nature. This allows players to learn in-game properties of objects through play and interaction. Designing both the affordances of these in-game objects and their social properites are key compo- nents of engaging gameplay. Whether you would like to independently verify the work of your own usability team, or you could use usability specialists to supplement your design process, we assure that we will uncover the often- overlooked details of game player behavior. MOST GAME RESEARCH PROJECTS INVOLVE: 1. Investigating current and potential use of your game & target audience 2. Gathering data and footage of game players, in actual gaming environments 3. A rigorous in-depth interaction analysis of player behaviors & interactions 4. A succinct report describing issues that require resolution or further redesign Our unique, cutting-edge approach draws from a multi-disciplinary background to construct a complete and detailed picture of actual gameplay to inform design. Situated Research studies game player interaction after conducting detailed and recursive analyses of recorded video. Summaries of gameplay patterns, interac- tions, and collaboration will inform design: supported empirically with video clips that best illustrate game features requiring attention. Situated Research finds ways to maximize self-efficacy, fun, and flow by analyzing patterns in gameplay. This knowledge helps to design gameplay that yields intended, meaningful outcomes that leave a lasting impression on gamers. Our research philosophy guides game play analysis, observing gamers while they act in their natural environment,“in-situ”. By obtaining information that is highly relevant to the players themselves, you will be able to inform game design to yield more interactive, fun and playable games. Research Approach Trusted by some of the world’s top developers.
  • 5. Utilize user-generated content and collaboration. Designing for user-generated content, which allows game players to invest in a game by creating their own additional content, serves to keep game players inter- ested in playing the game longer. Whether providing players with custom content or UI’s, we can help you design collaborative tools that foster a growing com- munity of experts, so game content is self-sustaining. Conduct advanced usability tests on the interface. While our usability expertise goes far beyond the inter- face, we have a solid understanding of usability heuris- tics and what makes a game easy to play. We excel past other usability experts by connecting the dots for you: explaining in detail how the user-interface promotes particular action potentials for players, and how those action potentials influence the game experience. Hit a hole-in-one with Situated Research. Knock out the competition with Situated Research. As life-long gamers, we are passionate about improv- ing game experiences, so keep us in your back pocket! Utilize our expertise in UX design, software engineering, psychology, and communication to create innovative, engaging games that boost your ROI and blow away the competition. Send us a message today to get started. Boost sales by gaining insight into the experience. The game player’s experience correlates directly with game sales: game player ratings and word-of-mouth ad- vertising contribute to a game’s hype and ability to sell. Situated Research will help you achieve the experience that players crave when they purchase games. By partnering with Situated Research, you can expect a big return on investment on any games in which we collaborate. Our research and expertise pays for itself through increased game sales. We accomplish this by helping you create a game that is more fun, engaging, and addictictive to play. What sort of difference will you realize by choosing Situated Research? Engagement. Flow. Players are hooked. Flow, or a game’s ability to immserse players so they lose track of time and their surroundings, separates good games from great games. We have the tools available to determine just how good your game is at engaging its players. Find relationships among gameplay and goals. Our recursive analysis of video incorporates activ- ity theory to look for relationships among player actions and larger game objectives to see if they are in-line. We trace those objectives down to individual operations within the game interface as well.
  • 6. © 2015 Situated Research | All Rights Reserved SITUATED RESEARCH P.O. Box 503, Naperville, IL 60566 info@situatedresearch.com | (630) 522-0855 www.situatedresearch.com