~/talk

Amanda Nicole Curtis | Compass UX Session 2025

Talkat Compass UX Session 2025 · on Thursday, 2025-11-27· [ux-and-product-design, creative-coding]
slides:none on file

Research uses 55 players across North America Europe and Japan who produce 260 diary entries plus about 900 images and videos via diary studies streams in-game walkthroughs and interviews with developers including Skyrim team and ConcernedApe. Key claims: players map game systems onto life (Skyrim stamina → social energy; Stardew bundles → a Notion task system), read moral messages (Zelda rewards experimentation), and assert agency by breaking or modding systems. Practical takeaway: learn system design and interpretation not superficial gamification.

AI-written summary · about

  1. 0:00Video games and UX research
  2. 1:04Why video games matter for UX
  3. 2:32Video games' societal impact
  4. 5:46Player experiences via ethnography
  5. 11:49Games shaping real-world behavior
  6. 16:19Games as moral systems
  7. 19:31Player agency in game systems
  8. 24:29Learning beyond gamification
  9. 28:46Ethical participant-centered research
  10. 30:51Q&A: Favorite games & motivations
  11. 31:35Q&A: Ethical concerns in game UX
  12. 33:00Q&A: Free-to-play costs
  13. 33:21Q&A: Funding game research
  14. 35:07Q&A: Research scope & genres
  15. 36:13Q&A: Diverse user needs
  16. 36:35Q&A: Staying engaged in topics
  17. 37:58Q&A: Efficient research workflows
  18. 39:25Q&A: Breaking games & motivations
  19. 41:11Q&A: Modding culture & ownership
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