Grounded, a game developed by Obsidian Entertainment, has a unique way of handling accessibility for those with arachnophobia.
A discussion between Tom Lorusso from Xbox and Ian Livingston from Blizzard on the topic of the democratization of user research.
Leveling the playing field: Understanding players’ experiences with online harassment, lightning talk at the Fair Play Alliance Summit, 2018 Game Developers Conference. Featuring Melissa Boone.
Talk at the 2018 Game Developers Conference. Featuring Tracey Fuller, Melissa Boone, and Jerome Hagen. Whether they’re playing, streaming, or viewing, you’re probably only hearing about a fraction of your audience’s negative online experiences with your game.
The Wiley Handbook of Human Computer Interaction Set, Volume 1, First Edition (pp. 299-346). Hoboken, NJ: John Wiley & Sons Ltd. Written by Randy Pagulayan, Daniel Gunn, Jerome Hagen, Deborah Hendersen, Todd Kelley, Bruce Phillips, JJ Guajardo, Tim Nichols.
Brain Dump: 9 Creators share “One Weird Trick” to Game Development
Panel at Penny Arcade Expo – PAX Prime 2014. (Featuring Deborah Hendersen)
Research Driven Design
Panel at SIEGE, 2014. (Featuring Deborah Hendersen)
The Xbox Science Machine, by Scott Butterworth.
Official Xbox Magazine, May 2014 print edition. (Featuring Randy Pagulayan, JJ Guajardo, and Kristie J. Fisher)
A History of Games User Research
Talk at 2014 Games User Research Summit. (Given by Michael Medlock)
User-centered Design in Games
in the Second Edition (2007) of the Human-Computer Interaction Handbook. (Written by Randy Pagulayan, Kevin Keeker, Thomas Fuller, Dennis Wixon, Ramon Romero, and Daniel Gunn)
Quantifying “Magic”: Learnings from User Research for Creating Good Player Experience on Xbox Kinect
IJGCMS 6(1), pp. 26-40. (Featuring Tim Nichols & Kristie Fisher)