Evaluating User Experience in Games: Concepts and Methods - Lirmm
Evaluating User Experience in Games: Concepts and Methods - Lirmm
Evaluating User Experience in Games: Concepts and Methods - Lirmm
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7 Video Game Development <strong>and</strong> <strong>User</strong> <strong>Experience</strong> 127<br />
This chapter has presented three case studies on how world-class games are currently<br />
developed. Although studios are keen to <strong>in</strong>tegrate usability evaluations <strong>in</strong>to<br />
their life cycle, they are not certa<strong>in</strong> how this can best be achieved. As such, one of<br />
the ma<strong>in</strong> barriers to conduct<strong>in</strong>g usability evaluations is the lack of a formal process<br />
that studios can follow. However, traditional usability has a similar issue where there<br />
is no strict process that can be followed, rather there are a toolbox of methods that<br />
exist which practitioners can use when needed. Future work may <strong>in</strong>volve mov<strong>in</strong>g<br />
towards a general framework of game usability, which would detail not only the<br />
usability techniques which can be used, but also where <strong>in</strong> the life cycle they should<br />
be ideally applied.<br />
Acknowledgements The authors would like to thank <strong>in</strong>terviewees Casper Field, Jason Avent,<br />
Mart<strong>in</strong> New<strong>in</strong>g, Dan Chequer <strong>and</strong> Karl Fitzhugh, <strong>and</strong> additional feedback from Thaddaeus Frogley.<br />
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