Comparing Game User Research Methodologies for the Improvement of Level Design in a 2-D Platformer

  • Marcello Andres Gómez Maureira
  • Dirk P. Janssen
  • Stefano Gualeni
  • Michelle Westerlaken
  • Licia Calvi
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8253)

Abstract

In this paper we compare the effects of using three game user research methodologies to assist in shaping levels for a 2-D platformer game, and illustrate how the use of such methodologies can help level designers to make more informed decisions in an otherwise qualitative oriented design process. Game user interviews, game metrics and psychophysiology (biometrics) were combined in pairs to gauge usefulness in small-scale commercial game development scenarios such as the casual game industry. Based on the recommendations made by the methods, three sample levels of a Super Mario clone were improved and the opinions of a second sample of users indicated the success of these changes. We conclude that user interviews provide the clearest indications for improvement among the considered methodologies while metrics and biometrics add different types of information that cannot be obtained otherwise.

Keywords

Games Games User Research Quality Assurance User Testing Level Design Platformer Game Industry Casual Games Combined Methodologies Biometrics Physiological Measures 

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Copyright information

© Springer International Publishing Switzerland 2013

Authors and Affiliations

  • Marcello Andres Gómez Maureira
    • 1
  • Dirk P. Janssen
    • 1
  • Stefano Gualeni
    • 1
  • Michelle Westerlaken
    • 1
  • Licia Calvi
    • 1
  1. 1.NHTV University of Applied SciencesBredaThe Netherlands

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