This is a call for contributions to the Games User Research book. The goal of this community-driven book is to assist the game industry and academic with building and maturing current user research practices, via dissemination of knowledge from the people and companies who have already adopted these practices and to provide a reference point for GUR work in games.
Game User Research (GUR) has matured immensely in the past few years, paralleling the ongoing evolution in digital games. Methods have evolved and matured. User testing has become commonplace in the industry, and is taught in the hundreds of game degrees worldwide. New technologies such as physiological methods and virtual reality have entered the mainstream and become more widely accepted and utilized than ever before. Analytics has extended the reach of user research to entire populations where a decade ago having a dozen participants in a playtest was extensive. Major companies as well as indies are developing new tools for user research, and academic research has shed new light on the inner workings of play experience. Events such as the Game User Research Workshop and Summit are held regularly every year, GUR contributions make their way to dozens of research conferences and industry events, and the CHI community in games is growing stronger every year.
Various aspects of GUR has formed a component of several books, but there have been no volumes dedicated to user research in games since 2008. However, given the massive amount of knowledge that has been generated, and is being generated, there are very few resources for those interested in GUR. In short, the time is ripe for a new book on GUR which collates and evaluates current knowledge and practices, and sets the direction for the future development of the field.
The Games User Research Book aims to provide a comprehensive overview of the field and practice of user research in games, and will focus on informing a broad audience. We aim to produce a volume that can be used by professionals and amateurs, by students and instructors, and which provides a comprehensive overview of GUR as well as deeper dives into specific topics, practical applications and experiences from the trenches of industry and academia.
The Game User Research book (“GURbook”) will provide a venue for collating and disseminating knowledge and best practices about user research in games from industry and academia alike. The book aims to form an entry point for people into Game User Research, as well as a reference point and source of inspiration for experts.
Given the incredible diversity in the domain of game user research, and the broad target audience (professionals, researchers and students) the editorial process for the book is set up to be able to accommodate contributions from both academia and industry. An advisory board will provide running feedback on the editorial process and chapter submissions.
Deadline for chapter proposal submission is 15th October, 2014. Proposals should be 500 words max, including title and author name(s) + brief bio, submitted to the editors (email@example.com).
Proposal are used to get an early idea about what content we can expect. Authors will be informed if their proposed topic is out of range for the book or if it needs modification.
More Detailed instructions on submissions and timeline can be found on the companion website.
We thank you for your assistance in disseminating this call.
Cheers, the editors
Lennart, Anders and Pejman