2025
A Conversation around Best Practices, Challenges, Career Advice, and Trends in Games Users Research
KRIGLSTEIN, Simone; Joshua FLITCROFT; Jak MARSHALL; Francis Leo TABIOS; Emma VARJO et al.Základní údaje
Originální název
A Conversation around Best Practices, Challenges, Career Advice, and Trends in Games Users Research
Autoři
KRIGLSTEIN, Simone; Joshua FLITCROFT; Jak MARSHALL; Francis Leo TABIOS; Emma VARJO a Guenter WALLNER
Vydání
ACM Games, ACM, 2025, 1528-4972
Další údaje
Jazyk
angličtina
Typ výsledku
Článek v odborném periodiku
Obor
10201 Computer sciences, information science, bioinformatics
Stát vydavatele
Spojené státy
Utajení
není předmětem státního či obchodního tajemství
Odkazy
Označené pro přenos do RIV
Ano
Kód RIV
RIV/00216224:14330/25:00141711
Organizační jednotka
Fakulta informatiky
Klíčová slova anglicky
Games User Research; Game Industry
Příznaky
Mezinárodní význam, Recenzováno
Změněno: 15. 1. 2026 13:30, Priv.-Doz. Dipl.-Ing. Dr. Simone Kriglstein
Anotace
V originále
With growing industry interest in Games User Research, the Game Access Conference ’24 hosted a panel to discuss its challenges, necessary skills, and future trends. This paper presents an extended conversation based on the panel discussion, where international experts from industry and academia share their knowledge, experiences, and insights about this field. The discussion emphasized the important role of user research in refining game design and improving accessibility. Panelists also reflected on how academic research can support industry practices, although priorities remain different. Finally, the following key challenges for games user research were debated: raising awareness of accessibility, dealing with time constraints, and ensuring that research is integrated early in development.