Case Study: A Systems Approach to Framing Better Games User Research Questions

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Date of this Version

12-2-2025

Keywords

Systems Thinking, Case Study, Methodology, Games User Research

Abstract

This case study provides insights on how a systems analysis of a complex interactive product experience like video games can empower UX teams to prepare more precise evaluation questions to study the impact of the product on the desired user group. The 25-minute talk provides a detailed account of applying a systems approach to analyzing games to frame better research questions for testing and improving video game player experiences. This is based on project data collected from a course titled 'Player-Centered Approaches to Designing Games' conducted in a higher education institution over two semesters. The course introduced games user research methods to students specializing in game design, development, and user experience at both undergraduate and graduate levels. A comparative observation between the first user research project, which involved traditional approaches, versus the second iteration of the same project using a systems approach, showed that student game developers and designers could better understand their game as a system and, henceforth, design and develop better user studies to test and evaluate video game player experiences. Traditional approaches, characterized by linear and reductionist methods, focus on isolated components of a problem. There is an emphasis on cause-and-effect relationships between components, which helps solve simple problems. Game systems, on the other hand, have intricate, complex, and interconnected layers that demand a holistic perspective. Student game designers and developers often focus on individual components of the game and fail to consider the interconnected nature of the game system. They are often driven by ideas that excite their development teams or by prior knowledge gained from playing existing games. This preconception prevents them from exploring new design patterns and gameplay approaches. Further, game development is an iterative process that requires playtesting and user feedback. Students receive peer feedback on their games, but this happens through ad-hoc playtesting sessions. There is a need for a structured approach to developing user research sessions to (1) identify parts of the game system that can be refined through user feedback, (2) collect appropriate user data that can improve the game system and player experience, (3) translate data into design guidelines, and (4) communicate these guidelines to the development team. Classrooms are sandboxes for testing and studying various game design practices and research methodologies. Introducing games user research methods to student development teams has proven to be a great tool for tackling these challenges. It could serve as a tool for onboarding junior UX researchers and integrating members from cross-functional teams to (1) develop a good understanding of the product, (2) identify areas that require further research and user input, and (3) frame research questions for better impact. Gamified applications and interactive software products that employ game-based strategies can also benefit from utilizing this systems approach in evaluating products with interconnected components and dynamic user interactions.

Comments

Presented at the Games UR Summit 2025 by International Game Developers Association - Games User Research SIG.

Attribution
This video was originally published on the Games User Research SIG YouTube channel and is reused here with permission under a Creative Commons Attribution 4.0 International license.

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