Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 20, 2017
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Ben Lewis-Evans's Blog   Expert Blogs


Ben Lewis-Evans has a PhD in human factors psychology and works as a user experience researcher at Epic Games. 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, 20 Jul 2015 02:30:00 EDT in Design, Social/Online
Shadowbanning is where an anti-social individual allowed to continue to communicate, but is the only person that can see their communications. This is good for online posts & chats. But could it be applied to behaviour as well?

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

Ben Lewis-Evans's Comments

Comment In: [Feature - 04/24/2012 - 04:15]

Hopefully this is allowed sorry ...

Hopefully this is allowed sorry in advance if it isn 't since I can 't update the article itself. But here is the link to part two of this feature

Comment In: [Blog - 07/20/2015 - 02:30]

The technical concerns are of ...

The technical concerns are of course 100 valid. I was mainly just musing. Although, of course if you did all this work for a Shadowbotting system then you could also use it in bot matches for nicer players as well :

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 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.