If you would like
to contact Microsoft Game Studios' user research group for information regarding
the group, its research efforts, or to request a print version of any
publication, please contact
gur@microsoft.com.
Phillips, B. (2010). Peering into the Black Box of Player Behavior: The Player Experience Panel at Microsoft Game Studios, GDC 2010
Pagulayan, R., Keeker, K., Fuller, T., Wixon, D., Romero, R., & Gunn, D. (in press). User-centered design in games. In J. Jacko, & A. Sears (Eds), Handbook for Human-Computer Interaction in Interactive Systems: Fundamentals, Evolving Technologies and Emerging Applications (3rd ed.). Mahwah, NJ: CRC Press.
Hopson, J. (2010). Better Games Through Better Understanding. Presented at the Foundations of Digital Games Conference, Monterey, CA, June 2010.
Phillips, B. (2009). Staying Power, Game Developer Magazine (June) and online at Gamasutra.com
Hopson, J. (2010). Halo in the Laboratory. Presented at the Game Developer’s Conference, Austin TX, September 2009.
Playtest Labs : Get your gaming voice heard, by Laura Foy. Online Channel 9 Video. (Featuring T. Nichols)
Amaya, G., Davis, J., Gunn, D., Harrison, C., Pagulayan, R., Phillips, B., & Wixon, D. (2008). Games User Research (GUR): Our Experience with and Evolution of Four Methods. In K. Isbister, & N. Schaffer, Game Usability: Advice from the experts for advancing the player experience (pp. 35-64). Burlington, MA: Morgan Kaufmann Publishers.
Kim, J., Gunn, D., Schuh, E., Phillips, B., Pagulayan, R., & Wixon, D. (2008). Tracking Real-Time User Experience (TRUE): A comprehensive instrumentation solution for complex systems. Proceedings of the SIGCHI conference on Human factors in computing systems. Florence, Italy.
Schuh, E., Gunn, D., Phillips, B., Pagulayan, R., Kim, J., & Wixon, D. (2008). TRUE Instrumentation: Tracking Real-Time User Experience in Games. In K. Isbister, & N. Schaffer, Game Usability: Advice from the experts for advancing the player experience (pp. 237-265). Burlington, MA: Morgan Kaufmann Publishers.
Romero, R. (2008). Successful
Instrumentation: Tracking Attitudes and Behviors to Improve Games. Presented at
the Game Developer's Conference, San Jose CA, February 2008.
Halo 3: How Microsoft Labs Invented a New Science of Play, by Thompson. Wired Magazine. (Featuring R. Pagulayan)
Harrison, C. (2007). Using Technology to Autmate Summative Usability Testing. In C. Righi & J. James, User-Centered Design Stories: Real-World UCD Case Studies. Morgan Kaufman.
Goebel, K. Harrison, C. Moreno, K. Nakata, H. Romero, R., & Sellar, T., (2007). Do-It-Yourself Usability: How to Use User research to Improve your Game. Presented at the Game Developer's Conference, San Jose CA, March 2006.
Here’s Entertainment!, by D. Wixon. Interactions: New Visions of Human-Computer Interaction. (Reoccurring forum
edited and or written by former MGS User Research Manager Dennis Wixon)Nunes-Ueno, M., Davis, J., Goebel, K., Quiroz, D., Hove, P., Harrison, C., Sellar, T., & Hopson, J. (2006). Do-It-Yourself Usability: How to Use User Research to Improve your Game. Presented at the Game Developer’s Conference, San Jose CA, March 2006.
Pagulayan, R., Gunn, D., & Romero, R. (2006). A Gameplay-Centered Design Framework for Human Factors in Games. In W. Karwowski (ed.) 2nd Edition of International Encyclopedia of Ergonomics and Human Factors, London: Taylor & Francis.
Pagulayan, R., Keeker, K., Fuller, T., Wixon, D., & Romero, R. (2006) User-centered design in games (revision). In J. Jacko and A. Sears (Eds.), Handbook for Human-Computer Interaction in Interactive Systems. Mahwah, NJ: Lawrence Erlbaum Associates, Inc.
Pagulayan, R., and Keeker, K. (2006). Measuring Pleasure and Fun: Playtesting. In C. Wilson, Handbook of Formal and Informal Interaction Design Methods. Morgan Kaufmann.
Game On by C. Keall. Unlimited Magazine, 73, July (Featuring T. Sellar)
Davis, J., Steury, K., & Pagulayan, R. A survey method for assessing perceptions of a game: The consumer playtest in game design. Game Studies: the International Journal of Computer Game Research. Vol. 5, issue1, 10/2005
Medlock, M.C., b, D. McGee, M, Welsh, D. (in press). The Rapid Iterative Test and Evaluation Method: Better Products in Less Time. Cost Justifying Usability 2, edited by R. Bias & D. Mayhew.
Nunes-Ueno, M., Davis, J., Goebel, K., Burdick, M., Quiroz, D., & Gunn, D. (2005). Do-It-Yourself Usability: How to Use User Research to Improve your Game. Presented at the Game Developer’s Conference, San Jose CA, March 2005.
Romero, R., & Lorusso, T. (2005). Befuddlement in Action: Classic Usability Problems in Games and How to Avoid Them. Presented at the Game Developer’s Conference, San Jose CA, March 2005.
Wixon, D. (2005). Is ROI an Effective
Approach for Persuading Decision Makers on the Value of User-Centered Design?
Panel Discussion at Conference on Human Factors in Computing Systems (CHI 2005).
Fulton, B., & Romero, R. (2004). User-testing in a Hostile Environment: Overcoming Resistance and Apathy in your Game Company. Presented at the Game Developer’s Conference, San Jose CA, March 2004.
Gamboa, M., Kowalewski, R., & Roy, P. (2004). Playtesting Strategies. Presented at the Game Developer’s Conference, San Jose CA, March 2004.
Hopson, J. (2004). Behavioral Game Design. Presented at the Game Developer’s Conference, San Jose CA, March 2004.
Keeker, K., & Lazarro, N. (2004). What’s My Method? A Game Show on Games. Conference on Human Factors in Computing Systems (CHI 2004) (p. 1093-1094). Vienna, Austria, April 2004.
Keeker, K., Pagulayan, R., Sykes, J., & Lazarro, N. (2004). The Untapped World of Video Games. Conference on Human Factors in Computing Systems (CHI 2004) (p. 1610-1611). Vienna, Austria, April 2004.
Pagulayan, R., &
Steury, K. (2004).
Beyond Usability in Games. Interactions, 11,
(5).pp. 70-71. New York, ACM Press.
Fulton, B., & Fuller, T. (2003). HCI, Usability, and Computer Games. Presented at the Digital Games Research Conference 2003, November 2003 University of Utrecht, The Netherlands.
Fulton, B., & Medlock, M. (2003). Beyond Focus Groups: Getting More Useful Feedback from Consumers. Game Developer's Conference 2003 Proceedings, San Jose CA, March 2003.
Pagulayan, R. J., Keeker, K., Wixon, D., Romero, R., & Fuller, T. (2003). User-centered design in games. In J. Jacko and A. Sears (Eds.), Handbook for Human-Computer Interaction in Interactive Systems (pp. 883-906). Mahwah, NJ: Lawrence Erlbaum Associates, Inc.
Pagulayan, R. J.,
Steury, K. R.,
Fulton, B., & Romero, R. L (2003).
Designing for fun: User-testing case studies.
In M. Blythe, K. Overbeeke, A. Monk, and P. Wright, (Eds.), Funology: From
Usability to Enjoyment (pp. 137-150). Kluwer Academic Publishers.
Fulton, B. (2002). Beyond Psychological Theory: Getting Data that Improve Games. Game Developer's Conference 2002 Proceedings, San Jose CA, March 2002. Reprinted on the front page of Gamasutra.com on May 21, 2002
Fulton, B (2002). Conversations from GDC Europe: Bill Fulton, Zeno Colaco, Harvey Smith Interview by John McLean-Foreman at Game Developer's Conference-Europe 2002, (London, UK), on the front page of Gamasutra.com on Sept 11, 20.02,
Medlock, M. C., Wixon, D., Terrano, M., Romero, R., Fulton, B. (2002). Using the RITE Method to improve products: a definition and a case study. Usability Professionals Association, Orlando FL July 2002
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Last Updated: May 24 2011