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Diary Methods in AAA Games User Research

Published:07 May 2016Publication History

ABSTRACT

In this paper we present lessons learned from a diary study completed for Electronic Arts' AAA video game NHL16 in August 2015. Key findings suggest that while there is high risk to use the method, there is also great benefit in terms of impact via actionable data and ability to collect rich artifacts to tell the users' stories. To reduce the risk, this work presents a series of suggested guidelines for conducting a diary study in games user research, which has not been investigated in past work. We lay a foundation for diary methods in GUR and how to further improve the method by providing examples and real results through an AAA game example.

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  1. Diary Methods in AAA Games User Research

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    • Published in

      cover image ACM Conferences
      CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
      May 2016
      3954 pages
      ISBN:9781450340823
      DOI:10.1145/2851581

      Copyright © 2016 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 7 May 2016

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      CHI EA '16 Paper Acceptance Rate1,000of5,000submissions,20%Overall Acceptance Rate6,164of23,696submissions,26%

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