A Conversation around Best Practices, Challenges, Career Advice, and Trends in Games Users Research
With growing industry interest in Games User Research, the Game Access Conference ’24 hosted a panel to discuss its challenges, necessary skills, and future trends. This article presents an extended conversation based on the panel discussion, where international experts from industry and academia share their knowledge, experiences, and insights about this field. The discussion emphasized the important role of user research in refining game design and improving accessibility. Panelists also reflected on how academic research can support industry practices, although priorities remain different. Finally, the following key challenges for games user research were debated: raising awareness of accessibility, dealing with time constraints, and ensuring that research is integrated early in development.
Authors
- Simone Kriglstein (ORCID: https://orcid.org/0000-0001-7817-5589)
- Jill Marshall
- Günter Wallner (ORCID: https://orcid.org/0000-0002-0815-5985)
- Joshua Flitcroft
- Francis Leo Tabios
- Emma Varjo
Institutions
- Johannes Kepler University of Linz (AT)
- AIT Austrian Institute of Technology GmbH (AT)
- Redress (GB)
- Masaryk University (CZ)
- Finnish Red Cross (FI)
- Active Technologies (Italy) (IT)
- Ansgar University College (NO)
- University of Brighton (GB)
Publication Details
- Journal
- Games Research and Practice
- Published
- 2025-07-25
- DOI
- https://doi.org/10.1145/3748662
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00