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.

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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
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article

A Conversation around Best Practices, Challenges, Career Advice, and Trends in Games Users Research

Simone Kriglstein, Jill Marshall, Günter Wallner, Joshua Flitcroft et al.
Games Research and Practice
Educational Games and Gamification
article

A Conversation around Best Practices, Challenges, Career Advice, and Trends in Games Users Research

Simone Kriglstein, Jill Marshall, Günter Wallner, Joshua Flitcroft, Francis Leo Tabios, Emma Varjo
article en

Abstract

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.

Games Research and PracticeVol. 3(3)
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)
Openalex Percentile: Top 79%
Educational Games and Gamification
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A Conversation around Best Practices, Challenges, Career Advice, and Trends in Games Users Research — Simone Kriglstein, Jill Marshall, et al. · Games Research and Practice (2025) | TGRS Research Map | TGRS