Currently, more than half a billion people worldwide are playing computer and videogames at least an hour a day (Jane McGonigal). Due to the growing number of wireless subscribers in emerging markets, the mobile gaming market is predicted to reach $18 billion by 2014, according to a study by Pyramid Research. Sure, this is great for game developers, but it’s also relevant for brands looking to leverage gaming elements in their digital content.
The powerful elements driving player engagement in a game – such as progress bars, status upgrades and badges – can also engage and reward consumers in non-gaming situations. For instance, LinkedIn’s progress completion bar encourages its members to address the information gaps and complete their profiles.
Understanding the user experience of gaming uncovers ways to make the best use of gaming elements that have the potential to drive adoption and engagement of products beyond “gaming.” It also highlights how to evaluate digital experiences that are not simply about measuring usability.
Last week, AnswerLab’s Sal Becerra had the opportunity to co-present with Electronic Arts’ Laura Smith at the BayCHI monthly meeting. They shared a case study about evaluating mobile games: How Research Plays: The UX of Mobile Gaming.
The case study describes how AnswerLab partnered with EA to research their first mobile app development experience. EA’s goal was to be the #1 downloaded free game in the iTunes app store. They set a high bar for themselves and met it – with reviews of 4 out of 5 stars – through the development and implementation of a UX strategy.
EA charged AnswerLab with meeting the following research goals:
- Create a UX framework the EA mobile gaming team could incorporate into their agile development process
- Establish benchmark metrics for future development
- Assess and measure the user experience of EA’s mobile games.
AnswerLab delivered some key “playability” learnings from the study:
- Fun is about keeping players in the flow. It’s that balance between challenge and boredom.
- Challenges are good! When you’re making a casual game, the game itself needs to be challenging. The players don’t want to feel like they have mastered or finished it, but at the same time it needs to be easy to understand the games objective and use the interface controls.
- Surprising or unclear game key elements can be delightful.
Interested in more of the details? Do you need ideas about how to evaluate a user experience that goes beyond “usability?” The full presentation is available here: PowerPoint presentation







