SHE Level 3
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code M3I625663
Module Leader Gianna Cassidy
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
  • B (January start)

Pre-Requisite Knowledge

User Psychology and Introduction to HCI (or equivalent)

Summary of Content

This module provides an appropriate grounding in Games User Research skills and project work, advanced user psychology, and practical skill in using the latest technologies to capture parameters of user experience. The module focuses on the conceptualisation, justification and execution of a games user research investigation. Lecture Topics include application of qualitative and quantitative research methods, individual report writing, applied usability testing, playtesting, measurement and application of emotional, social, physiological and cognitive parameters of game user experience. The module will provide students with core understanding of designing, analysing, evaluating and reporting game user experience in a range of everyday contexts.


Literature review of Games User Research and related fields - Advanced Report writing - Critique and application usability methodologies for a range of mediums in a range of everyday contexts. Advanced Usability Design and Write Up -359 - Design of Usability Study in an applied context - Critique and application of measures and instruments - Robust Methodological design in light of current literature - Robust design and choice of materials for testing in line with chosen medium and everyday context. - Multi-disciplinary design - Function analysis & allocation to "human-side" or "machine-side" - Design solution iteration - Active user involvement. Evaluation Methods and Iteration -359 - Evaluation Methodologies - Laboratory Studies and experimental design principle -Expert based approaches: - Analytical Methodologies - Cognitive Walkthrough - Heuristic Evaluation - Pluralistic Evaluation - User Based approaches - Field Studies - User based lab studies - Playtesting Research Analysis -359 - Critique and application of analytical techniques in line with chosen medium and everyday context - Independent statistical analysis using SPSS - Independent Interpretation of data in light of current literature in chosen context. - Application of current data visualization techniques. - Interpretation of results as contribution to current literature - Knowledge transfer to bridge gap between academia, industry and practice. Critical appraisal and application of current User Experience Technologies, including: -359 - Eye-tracker - Face Reader - Q-Sensor - Galvanic Skin Response Remote Usability testing

Learning Outcomes

On completion of this module, students should be able to: 1. Demonstrate a comprehensive knowledge of Game User Research approaches, and a critical understanding of comparison to broader methods.2. Demonstrate comprehensive knowledge of the design of Game User Research methodology, analysis, and evaluation processes and practices.3. Utilise knowledge and practical skill to select and apply techniques to design and carry out a novel Game User Research procedure, analysis and write up.

Teaching / Learning Strategy

The University 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module. The course material will be introduced through lectures, while practical exercises based on the lecture material, will be given to students for their laboratory sessions. Tutorials will be used to help explain and elaborate on both the lecture material and the laboratory exercises. Lab work will provide training and mentoring in the constituent elements of conceptualising, developing, evaluating and rationalising an individual project. The assessment for this module will be coursework and involve an individual in-depth Game User Research study underpinned by industry support throughout development to final knowledge transfer of findings. The student will be responsible for conceptualising and carrying out the investigation, followed by evaluation, write up and practical knowledge transfer with relevant industry and practitioners where appropriate.

Indicative Reading

-360 Drachen, A. Mirza-Babaie, and Nacke, L . (2018). Games User Research. OUP Oxford. -360 IGDA (2018). Games Research and User Experience. Accessed from: <> Bernhaupt , R (2015). Game User Experience Evaluation, Human-Computer Interaction Series, Springer International Publishing Switzerland

Transferrable Skills

Specialist knowledge and application Critical thinking and problem solving Computer literacy Creativity, innovation & independent thinking Ability to prioritise tasks and time management Interpersonal skills, team working and leadership Presentation skills Module Structure

Module Structure

Activity Total Hours
Assessment (FT) 20.00
Lectures (FT) 24.00
Practicals (FT) 24.00
Independent Learning (FT) 120.00
Tutorials (FT) 12.00

Assessment Methods

Component Duration Weighting Threshold Description
Coursework 1 n/a 100.00 40% Practically based Assignment