When available the presentations from past Games User Research Summits are made available from this page. The talks and panels hosted here are the legal property of the authors and are not the property of the Games Research and User Experience SIG, IGDA, or the website host or creator. Any presentation, representation, or likeness of work hosted here belong soley to the authors of each talk, panel or files as presented and are solely the property of the author(s). By downloading or accessing these files you agree not to present these files, make changes, or modify in any way these files without express written consent from the author.
- GRUX Online 2020
- GUR Virtual Summer Camp 2020
- #gamesUR SF 2019
- #gamesUR EU Summit 2018
- #gamesUR SF Summit 2018
- #gamesUR EU Summit 2017
- #gamesUR SF Summit 2017
- #gamesUR EU Summit 2016
- What is Games User Research?
- #gamesUR SF Summit 2016
- #gamesUR SF Summit 2015
- #gamesUR EU Summit 2015
- #gamesUR US Summit 2013
- #gamesUR US Summit 2012
- #gamesUR US Summit 2011
- #gamesUR US Summit 2010
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Problem-solving strategies and learning in The Witness - Megan Pusey
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Increasing Research Impact through Collaborative Studies - Steve Bromley
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Play time is over: Running games user research on non-games - Xbox Research
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Effective Communication in Chaos: Lessons for Communication System Design in Team Play - Evelyn Tan
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10 Checkpoints for Cultural Representation in Games - Udaya Lakshmi
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Mind the Gap Between Academia and Games - Josh Rivers, CCP
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Eliciting Play Experiences with an Argumentative Qualitative Interview Method - Heidi Rautalahti
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Building UX Process from scratch: Experiences of UX at small & mid-sized studios
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GRUX 2020 Census - Elizabeth Zelle, Amazon Games
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Why Looking At Non-Games UX Makes For Better Games UX - Bernice Wong, Pixelberry Studios
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Deep Representation in Tell Me Why - Deborah Hendersen, Microsoft
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Do I need Technical Knowledge for a career in UX/UI? - Andreia Gonçalves
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QnA with Celia Hodent, Consultant, hosted by Emma Varjo
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Balancing in Rainbow Six Siege (R6)
Design Barriers for Deaf & Hard-of-Hearing Gamers
MindMaps: Get In Front of Game Design Decisions
Understanding Player Behaviour Through Visualization
Effectively Using Biosensors In Game Testing
Social Experiences In Single Player Puzzle Games
A Heuristic Checklist for VR Design
The Future of E-Sports is the Future of GUR
Interactive Visualization Of Data
Immersion, Flow and Usability in Games
Our Foot's In The Door, Now What? - Panel
Starting In GUR With Only A High School Degree
Chasing Rabbits
GRUX Games User Research Salary Survey
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Kick-Off: #gamesUR US Summit 2019
A Golden Age of Research: A Framework for Advancement
Shaping Wastrels into Proper Citizens: Impacts of UR on We Happy Few
You Play Like a GURL: Perspectives from Female-Identifying Researchers
Narrative Usability Workshop
Games User Research: A World of Warcraft Case Study
Diary of a Playtest Recruiter - You Want Me to do What Now? (And by When?)
Including the User Voice in Algorithm World
What Makes A Great Usability Expert Review? Lessons From My Practice Game Analyses
Ask Us (Almost) Anything So We Can Argue About It
Player Interviews 101: What Questions to Ask and How to Ask Them
Rapport and participant interaction in games user research
Survey Design in the Wild: Lessons to be Learned from Bad Survey Questions
Leveling Up Your Skills as a Student User Researcher: Working with Local Devs and More
Blending UR in the Design Cycle to Maximize Impact
The Good, The Bad and The Ugly. UX Research in Pre-Production
Why You Don’t Need an Army to Run Long Term Diary Studies
How to Create a Quality Research Budget and Schedule for You Game Project
A Fireside chat with John & Mike
Games User Research Salary Survey 2019 - Jonathan Dankoff & Seb Long
Games Research and User Experience SIG Chair Update - Ben Lewis-Evans
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The Business of User Research
Lessons on User Research with Gaming Robots
Ghost Recon: Wildlands Analytics Success Stories
Leveraging the Player Life Cycle with Data
UX as a Competence Center for Collaboration: Workshop Methods
Developing a Research Strategy and Budget
Starting a UX revolution (One New Game at a Time)
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Opening Address: GamesUR US Summit 2018
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Keynote: How to Win Friends and Influence Developers
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Your Survey Sucks: Exposing Truths to Mobile Games Dev Teams Through Better Quant
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Context and Game Analytics: Hearthstone and Overwatch Gotchas
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Solving the Mystery Using the Wizard of Oz Method
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Researching League of Legends' Largest Update
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Roundtable: Constructive Conversations about Racism and Sexism
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A Player-centered Look at Spending and Advertising in Mobile Games
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Building Confidence in Topics of Games User Research
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Challenges in the Game Analytics Pipeline
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Experimental Research Showcase
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Player Segmentation: A Practical Mixed Method Approach
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VR Play: Usability and Playability Guidelines for VR Games
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Games User Research Salary Survey 2018
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Games User Research SIG Chair Update 2018
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Appreciation Combining Qualitative and Quantitative Lenses - Massive Entertainment
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All Your Methods Are Belong To Us: Lessons GamesUR Can Learn From ‘Mainstream’ User Research
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A Framework for the Fine-grained Evaluation of the Interactive Narrative Experience
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High Impact Opportunities For User Research With Mobile F2P Games - Rovio
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Ghost Recon: Wildlands Case Study: Looking through the lens of self-determination theory
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The In-House Tools Of A Small Games User Research Team
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Game Analytics for Game User Research
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An Introduction to Sony London’s User Research Team
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Research Sprints for Gaining Trust
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Opening Remarks
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Keynote: Storytelling with Statistics
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Guidelines for Inclusive and Accessible Games
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Qualitative Research: Why We Hired a Tax Researcher to Work on a Baseball Game
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The Anatomy of Gamer Motivations
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GUR Lessons from Mars and the Last Star (DOOM & Battleborn)
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Reducing biases in User Research
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Panel: Breaking into GUR
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How to save the forest when all the trees are on fire
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Testing in VR: Practicalities and considerations
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Accessibility – Your Questions Answered
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Microtalks
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User Research vs. Data Science
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SWaGUR – Training the Next Generation of Games User Researchers
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Debating Return on Investment for Games User Research
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Quantum Break: A Tour of Methods We Used To Test This Rather Odd Product
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Testing Story and Character: Process, Learnings, and Results
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Games User Research SIG Chair Update
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Designing for Gamers with Deafness
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A Methodological Framework for Eye-tracking
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Careers: Forging a Career in #GamesUR
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Diary Studies To Research Long Term Behaviour
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Communicating Research To Teams and Stakeholders
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Playtesting in VR: Takeaways
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Preparing Students to be Game User Researchers
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Lessons Learnt in User Research for Indie Studios
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The Evolution of Insight at Riot Games
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Gesture Methods The New Sign Language
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Gamer Motivation Profile Findings
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Biometrics at Ubisoft Montreal
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Our Subversive Goal in Teaching
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Designing and Building a Research Lab
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Live Test Experience on Rainbow Six Siege
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GURSIG Update
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Fireside Chat PS3 ♥'s Xbox
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How To Easily and Effectively Communicate with Dev Teams
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Crowdsourcing Player Experience Evaluation
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Success Factors as Communication Tools in Mobile
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Open Discussion
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Methods in Telemetry and Research at Volition
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Virtual Reality Open RoundTable
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Assessment of Responses to Narrative in Games
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2.01 Rage Quitting - Schmidlin
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1.03 Panel Education & Training - Greenwood Erickson
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2.03 Panel Recruiting Tactics - Vorlick
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1.04 Review Analysis - Livingston
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1.05 Mobile Diaries - Leroy
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2.05 Forza Skill & Progression - Debeauvais
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1.06 Destiny Combatants - Ash
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2.06 Demo Usability Approach by Academic - Dubbels
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1.07 Panel Destiny GUR - Ash
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1.08 User Profiling - Drachen
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2.08 Demo Usability by UX Consultant - Schklar
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2.09 Demo PlayStation Lab Tour - Tanimura
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1.10 Dragon Age - Berg
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2.10 Panel Lab Spaces & Setups - Greenwood Erickson
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1.11 Closing Update - Tisserand
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1.12 Keynote UX & Developer Collaboration - Celia Hodent
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Methods for Long Term Engagement & Competitor Research
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How Sony is approaching accessibility for disabled gamers
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Building Ubisoft's Games User Research Machine
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Ubisoft’s Narrative Review Process
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From Body Signals to Brainy Player Insights
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Playtesting and Data Analysis in Saints Row
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Welcome to Summoner’s Rift: A look into research at Riot Games
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Pragmatic, Integrated, Scrappy-Fighty: User-Testing @Activision
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Game Analytics: Opening the Black Box
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GUR SIG Steering Committee Chair
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What Went Wrong, and How We Fixed It: A Town Hall Discussion of Common Problems in GUR
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Gua-Le-Ni: The Case for Casual Biometrics
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Cross-Functional Communication through Personas
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Building a GUR lab - A journey from academia to industry
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Consumer research in the video game industry
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Preferences for Chat in Casual Games
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User Research to Support Design of a Mobile-Based Social Dance Game
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Research and testing with profoundly disabled preschool children
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Building Second Screen Controllers for the Big Screen
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Rapid Results
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A Grand Unification for GUR: A graphical framework for methods and measures
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On the Usability of Psycophysiological User research for the Games Industry
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Where is the Fun: Measuring Social Interaction
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CORE Games@Disney User Research: What and Why
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Closing Remarks
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Advancing Game User Research Through R&D: Benefits, Risks and Lessons Learned
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Beyond Thunderdome: Debating the effectiveness of different user-research techniques
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Useful Research: Recommendations Designers will Actually Act on
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Conclusion
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First Impressions Count: Understanding Initial Moments of Gameplay
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How effective am I? A framework for evaluating and improving your ‘User Research Pipeline’
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GUR on Kinnect - Tales from the Trenches
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Mining the Madden Experience: Applying Machine Learning to Telemetry
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Intro (Bill Fulton)
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Weedon Engelbrecht Discussion
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Veronica Zammitto
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Heather Desurvire
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Carla Engelbrecht
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Bill Fulton
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Graham McAllister
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Bruce Phillips
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Bruce Phillips: Discussion
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David Tisserand
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Ben Weedon 1
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Ben Weedon 2
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Dimitri Williams
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