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Ben Lewis-Evans's Blog   Expert Blogs

 

Ben Lewis-Evans has a PhD in human factors psychology and works as a games user researcher at Player Research in the UK. His research interests include game user research, games, usability, human factors, games, human error, traffic psychology, games, and science in general.

Twiiter: @ikbenben

 

Expert Blogs

Posted by Ben Lewis-Evans on Mon, 18 May 2015 06:37:00 EDT in Design, Console/PC
"Bloodborne is user unfriendly", "Bloodborne proves your job isn't needed", "People like you are why games aren't hard like they used to be". As a Games User Researcher I have seen these comments many times. They are understandable but inaccurate.


What does a Games User Researcher attending GDC for the first time (along with the Games User Researcher Summit) think of the whole thing? This is an attempt to catalog and describe my experiences, with summaries of every talk I attended.


Posted by Ben Lewis-Evans on Fri, 04 Apr 2014 08:26:00 EDT in Design, Console/PC, Indie
This article aims to lay out what the current science has to say about simulation sickness in VR, what it is, why it occurs, and what developers and players can do about it.


Posted by Ben Lewis-Evans on Tue, 27 Aug 2013 10:00:00 EDT in
Dopamine, it is a chemical (neurotransmitter) that is often talked about in relation to games. But what does it actually do in our brains?


Posted by Ben Lewis-Evans on Fri, 02 Aug 2013 11:00:00 EDT in Design
To err is human & to game is often to err. This blog takes a look at two of the main types of human error, slips & lapses, & discusses how they may be relevant to game design. Both in terms of reducing & enhancing the likelihood of their occurrence


Posted by Ben Lewis-Evans on Mon, 20 May 2013 07:00:00 EDT in Design, Console/PC, Social/Online
Ben Lewis-Evans & Ben Dressler use the idea of the "three E's" to examine anti-social behaviour in games and the possible ways in which such behaviour could be reduced or prevented.



Ben Lewis-Evans's Comments

Comment In: [News - 05/27/2015 - 04:03]

FOV can play a big ...

FOV can play a big role in simulation sickness, both in and out of VR, as it changes how much of the edges of vision are being stimulated which is where our vision is quite sensitive to motion . You could change FOV in VR as well, but you will ...

Comment In: [Blog - 05/18/2015 - 06:37]

The drop down for treasure ...

The drop down for treasure was the one deceptive message I did see. But it seemed pretty clear that it was not accurate and given that the game is quite forgiving in putting your echos at the top of cliffs not that damaging to progression even if you fell for ...

Comment In: [Blog - 04/04/2014 - 08:26]

That comment was aimed at ...

That comment was aimed at all genders. In fact it is a self-deprecating joke aimed at my own looks. It is a common joke to make in New Zealand where I am from where we are quite into self-deprecation http://en.m.wikipedia.org/wiki/Tall poppy syndrome . r n r nHowever, I apologize if ...

Comment In: [News - 01/07/2014 - 03:30]

The changes they have made ...

The changes they have made with this prototype should have good gains in terms of reducing simulation sickness. Particularly steps they have taken to deal with motion blur. Can 't wait to try one.

Comment In: [Blog - 11/22/2013 - 09:34]

Excellent Thanks for the link. ...

Excellent Thanks for the link. For those who don 't wish to do the clicking around the scientific article is http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3277914/pdf/nihms353984.pdf r n r nThe important point in terms of the methodology outlined in the article is that first, the numbers are somewhat low, also, it was IM messages not ...

Comment In: [Blog - 11/06/2013 - 05:21]

Ian is correct that SDT ...

Ian is correct that SDT does spend quite a lot of time talking about the difference between controlling praise and non-controlling praise. With, as Ian says, non-controlling praise supposedly being the one that doesn 't decrease motivation. SDT also makes a distinction between expected vs unexpected praise or any ' ...