The human-computer interaction handbook
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
International Journal of Human-Computer Studies
Fundamentals of physiological computing
Interacting with Computers
Evaluating User Experience in Games: Concepts and Methods
Evaluating User Experience in Games: Concepts and Methods
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Data cracker: developing a visual game analytic tool for analyzing online gameplay
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The measurability and predictability of user experience
Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems
A spatiotemporal visualization approach for the analysis of gameplay data
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Biometric storyboards: visualising game user research data
CHI '12 Extended Abstracts on Human Factors in Computing Systems
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Improving game design is a hard task. Few methods are available in games user research (GUR) to test formally how game designs work for players. In particular, the usefulness of user tests (UTs) for game designers has not been fully studied in the CHI community. We propose a novel GUR method called Biometric Storyboards (BioSt) and present a study demonstrating how a Classic UT and a BioSt UT both help designers create a better gameplay experience. In addition, we show that BioSt can help designers deliver significantly better visuals, more fun, and higher gameplay quality than designing without UTs and that classic UTs do not provide this significant advantage. Our interviews support the idea that BioSt provides more nuanced game design improvement. The design implication is that a game designed with the BioSt method will result in high gameplay quality.