Player Research Blog


Game Developers Conference 2014

Player Researchers Seb Long and Graham McAllister paid a trip to San Francisco again for GDC 2014, joining UKIE and UKTI‘s United Kingdom Booth on the show floor.


Player Research at the GURSIG Summit

The GURSIG Summit had record attendance this year, with over 200 researchers from across the world meeting to discuss the past, present and future of games user research.

Talks from Bungie, Disney, Microsoft, Ubisoft, Player Research and more, and special guest appearance from the first games user research team from Atari in the 1970s.

All the talks are archived online, you can view them at the GURSIG Library.


Seb Quoted in Develop’s OFT Coverage

Seb Long is quoted in Develop’s coverage of the OFT guidelines clarification on F2P games, concluding that:

“Many of the OFT’s principles have crossover with best practices in game usability. Developers will need to work carefully to avoid unintentional breaches as a result of latent usability issues – especially in games for children. The new OFT guidelines could assist developers in not only making games that meet their fair trade obligations, but should also result in games with better usability, understandability, and which deliver better experiences for players of all ages.”

Read the full article online, or pick up the GDC special edition of the print magazine.


Player Research at GDC 14 and GURSIG Summit

Player Research will be attending GDC again this year, including the Games User Research summit. If you’d like to talk playtesting with us, or how we’ve helped game developers all over the world achieve their player experience vision, drop a line using the contact form below.

Graham’s talk at the GURSIG Summit is detailed below:

This talk presents the first 2 years in the life of games user research studio Player Research. Starting off by offering only one service, playtesting, this quickly grew to twelve services, all designed to help deliver the best game possible. Almost every aspect of games user research will be touched upon – acquiring clients, lab design, recruiting participants and staff, designing new methods, reacting to changes in the market, and making all of this repeatable and sustainable. The talk will conclude with thoughts on the future of games user research.

The Summit is now sold out, but lectures can be viewed online after the conference is over.


Player Research & Microsoft Greenshoots

Player Research are very proud to be working with Microsoft and Creative England in the Greenshoots programme – helping UK games startups by providing funding and support.

We’ll have more details to share very soon.

For more information, visit the Microsoft Greenshoots website.


Graham at the TIGA Summit 2014

Player Research Founder Graham McAllister spoke a the TIGA Summit 14 this week. You can read Graham’s talk outline on the TIGA Summit website.


Why Good User Experience Design in Games is No Longer a Luxury

Remode’s Ella Romanos and Martin Darby discuss user experience in games, and why it is no longer an option for developers to focus on achieving a high quality product. The article includes kind words about Player Research following collaboration between Remode and ourselves.

To read the article in full, visit Develop Online.


Graham at the Mobile Games Forum 2014

Player Research Founder Graham McAllister spoke at the Mobile Games Forum this week. You can read his talk outline at the MGF website.


Seb Long in Develop’s ’30 Under 30′

Player Researcher Seb Long has been awarded Develop Magazine’s prestigious ’30 Under 30′ for 2014

Develop has selected gifted programmers, entrepreneurial leaders and indie stars for this year’s round-up of the best and the brightest young game development talent.

Approaching his two-year anniversary as a user researcher at Player Research, Sebastian Long, 27, has positively impacted more than 50 titles across all platforms. And his peers say he is a talented and professional researcher. Long evaluates behaviour and emotion via playtesting, user research and player interviews.

To read more about the award, and see the full list of developers, read the article in full at Develop Online.



Eye-tracking + GSR: Demoing Our Technical Setup

Getting closer to the player experience sometimes means going beyond simply asking the player ‘how did you feel?’. At Player Research we’re already using tools like eye-tracking and biometrics in order to ‘shrink the uncertainty space’ around players’ experiences – allowing us to ask better, more revealing questions, and get deeper insight into the player experience.

Researcher Dr Ben Lewis-Evans agreed to stream a little gameplay of DOTA 2 and Amnesia: Dark Descent using our real-time eye-tracking and biometric setup, and share a little of his knowledge on the value of each during play.

Our setup is non-intrusive, low maintenance, and performed in real-time, allowing researchers to follow-up straight away with questions about moments highlighted by the technology.

You can watch the videos below.