2011 was a great year for games user research, not only for the industry as a whole and for me personally, having completed my Masters and moved on to a full time GUR job. At the start of 2011, I made
A short update today (still have no Internet after moving house) - Our 'Measuring Social Interaction' research (a collaboration with Vertical Slice and Relentless) was recently featured at Develop Liverpool, and has received some great feedback.
I’ve recently been enjoying Alan Wake, the story-driven survival horror game. However it does suffer from an overabundance of collectable items and tasks, which are used to earn achievement points. This has a significant effect on the player experience, and unfortunately often not for the reason intended. Today, I’ll consider why collectables are used in…