By: Ira Fay
Check out chapter 13, starting on page 251, on the value of playtesting, how to quantify it's results in regards to making learning games, and a three step iterative approach to conducting playtests.
By: Yvonne Rogers
Creating “physical questionnaires” this series of projects explores how play and interaction data can be collected through play itself.
By: Sean "Day" Plott
How Artillery Games conducts and organizes playtests for their three man team versus team RTS title, Atlas.
By: Pierre-Alexandre Garneau
Richard Garfield explains how important playtesting is in designing consistently good games.
By: Judeth Oden Choi
A workshop focused on "Making the leap from collaborative ideation to building a prototype."
By: Jesse Schell
Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames.
By: Gamespot (Laura Parker)
Gamespot goes behind the scenes at Valve, Bungie, and Epic Games to see how user feedback helps shape the game development process.
By: Naomi Clark
A survey of how, when, where and why indie game developers playtest their games. Developers from projects like: Osmos, Alone in the Light, JumpMan, Triple Town, Radiator, Das Racist, Killer Queen, Max Payne 3, Farmville.
In this article, an anatomy of prototypes is proposed as a framework for prototype conceptualization.
A thorough appreciation of physical, social, interactional, and psychological contextual factors is crucial in the design of ubiquitous computing applications.
A form of prototyping that enables design team members, users and clients to gain first-hand appreciation of existing or future conditions through active engagement with prototypes.
The on-going development of a method to elicit perceptions of design ideas for social technologies, through automatically tailoring scenarios presented in online surveys using information gathered from respondents.
The application of a methodology for game genre and player experience innovation called "play-centric design".
Lessons learned from a sequence of cooperative design workshops where end users were enabled to design mobile systems through scenario building, role playing, and low-fidelity prototyping.
A questionnaire for helping the playtester express their immersion experience. Jennett et al. Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies 66, 9 (2008), 641–661.
Method of measuring what parts of the player's experience are most valued. (21 scales for Competence, Autonomy, Relatedness, Presence and Intuitive Controls); Ryan, R.M., C.S. Rigby, and A.K. Przybylski, The Motivational Pull of Video Games: A Self Determination Theory Approach. Motivation and Emotion 30, 4 (2006)
Perhaps there are too many of these questionnaires?