Some things I’ve learned about moderating playtesting sessions

1-1 playtesting sessions, where the moderator is sat in the room with an individual player (or small groups playing on one console), are a key part of games user research, and are essential for getting useful usability feedback throughout the development process. During my time at PlayStation I’ve been lucky enough to work with some […]

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The problem with AR games…

… and how User Research can help Over the last few years, I’ve researched and played many Augmented Reality games. Through this experience, and from looking at reviews of other AR games, I’ve learned how critical user research is to the production of a good AR game, and what can go wrong when research isn’t […]

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Games User Research Community Resources

The Games User Research community has always been very open, cooperative and is full of people who dedicate their personal time to helping the community. There can be challenges caused by working in an industry where NDAs and secrets are important, but despite this the community has put a lot of effort into maintaining an […]

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Don’t Playtest Your Game

This post is about why you shouldn’t playtest your game. But it’s not about why your game shouldn’t be tested. It just shouldn’t be you, the developer, doing it. Playtesting during development is invaluable, and it’s great to see how enthusiastic many teams are about running their own tests. However there are a number of […]

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Help us shape a European Games User Research event

Hello fellow Games User Research enthusiast. A group of researchers (Mirweis Sangin, Seb Long, Steve Mathiesen and myself) are planning to run a Games User Research event in Europe next year. Before we decide the format, we’d like to get some insight from other researchers based in Europe about what they’d expect from an event, […]

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