Methods Beyond the Screen: Conducting remote player studies for game design research


Muscat Alexander Duckworth Jonathan Wilson Douglas
2019 DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix

In this paper we present a qualitative research methodology for conducting scholarly remote player studies, derived from a comparison of player-testing protocols. Within the game design research field, approaches to studying designs are frequently adapted from standardized player-testing techniques. These often focus on measuring player experience so a design may be evaluated. While such methods provide a useful basis for conducting iterative design studies, these present limitations for researchers seeking to interrogate design approaches outside of conventional assessment models or gameplay paradigms. We discuss these issues through a methodological lens, in the study of WORLD4, a game designed for experiences of ambiguity. Through a two-stage player experience case study we reveal methodological considerations, insights, and highlight disciplinary questions. In doing so we present a contextually aware, time and resource conscious method for conducting remote player studies, useful for game design researchers working outside of labs or investigating alternate design spaces.

 

First-Person Walkers: Understanding the Walker Experience through Four Design Themes


Muscat Alexander Goddard William Duckworth Jonathan Holopainen Jussi
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

The First-Person Walker genre is defined by minimal player interactions, a deliberate slow pacing of the game play, and ambiguous goals. These distinct characteristics of First- Person Walkers challenge how we may consider a digital game. As such, there is a gap in understanding the design attributes that contribute to the unique game experiences afforded by ‘Walkers’. We conduct a player experience study of four Walker games, Gone Home, Dear Esther, Proteus, and The Stanley Parable. From our analysis we discuss four distinct design themes specific to the Walker game experience: 1) player interaction, 2) temporal space, 3) player focus, and 4) ambiguity. We consider how each of these themes can be used to enhance the design of First-Person Walker player experiences.