用于用户测试的直播——对游戏玩家行为的丰富观察

B. E. Nelson, Ito Yasunobu
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引用次数: 2

摘要

游戏开发者需要判断游戏设计有效性的方法。尽管传统的用户测试方法已被电子游戏行业所采用,但它们并不能捕捉到玩家的自然环境,这表明一种更具民族志性的方法能够产生关于他们行为的新见解。随着最近直播越来越受欢迎,本文建议在直播中采用“有声思考”测试方法,这是对开发者可用测试工具的有益补充,并提供有价值的情境洞察,帮助游戏设计师发现全新的创新。通过观察七款游戏的直播,包括其中一名研究人员创造的两款游戏,我们发现直播不仅暴露了传统用户测试所揭示的许多设计和产品质量问题,而且还暴露了许多在实验室环境中隐藏的情境行为。这不仅适用于电子游戏行业的用户测试,也适用于其他行业的用户测试。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Livestreaming for User Testing Context-Rich Observation of Game Player Behavior
Game developers need methods for judging the effectiveness of their game designs. Although traditional user testing methods have been employed by the video game industry, they fail to capture players in their natural settings, indicating a more ethnographic approach could generate new insights into their behaviors. With the recent rise in popularity of livestreaming, this paper proposes that employing a “think-aloud” testing method over a livestream can be a useful addition to the testing tools available to developers and provide valuable contextual insights that could help game designers discover radical new innovations. By observing the livestreams for seven games, including two games created by one of the researchers, we discover that livestreaming not only exposes many of the design and product quality issues revealed by more traditional user testing, but that it also exposes many contextual behaviors that would otherwise remain hidden in a laboratory setting. This has implications not just for user testing within the video game industry, but for user testing in other industries desiring more contextual information about their consumers.
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