J 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.