Rosenverse
Beyond the Console: The rise of the Gamer Experience and how gaming will impact UX Research across industries

Log in or create a free Rosenverse account to watch this video.

Log in Create free account

100s of community videos are available to free members. Conference talks are generally available to Gold members.

Beyond the Console: The rise of the Gamer Experience and how gaming will impact UX Research across industries

Friday, May 17, 2024 • QuantQual Interest Group
Share the love for this talk
Beyond the Console: The rise of the Gamer Experience and how gaming will impact UX Research across industries
Speakers: Dane DeSutter , Natalie Gedeon , Deborah Hendersen and Cheryl Platz
Link:

Summary

In just fifty years, video gaming has transformed from a childhood hobby into a global $200 billion industry that is set to eclipse film and TV in both revenue and cultural impact. This meteoric rise has led The Economist to predict that “[w]hoever dominates gaming is going to wield clout in every form of communication.” Gaming franchises have expanded beyond just being popular products to become influential media brands that have cultural impact beyond the console. Legacy media firms and tech companies are responding by building gaming divisions or acquiring independent gaming studios in order to capture a piece of this new attention economy.

With gaming set to change how people consume media and engage with products and brands, what will this mean for the broader business landscape—and for UX researchers in particular? How should we think about understanding game players, their preferences, and habits?

Join Dane DeSutter and experts from leading gaming companies for an interactive discussion on how mixed-methods research and big data are shaping popular gaming products and company strategies and how we all might start to think about the gamer experience in our own industries.

Panelists: Natalie Gedeon, Deborah Hendersen, Cheryl Platz; Moderated by: Dane DeSutter

Key Insights

  • •

    Gaming UX research uniquely requires balancing desirable challenge with usability, unlike traditional software.

  • •

    Mixed methods research—telemetry data combined with qualitative insights—is essential for understanding player experience.

  • •

    Emotional impact measurement is fundamental in gaming UX and differs from standard software metrics.

  • •

    Gaming’s player base now exceeds 3.2 billion globally, spanning all ages, genders, and cultures.

  • •

    Representation and localization, such as regional character design and Arabic language support, drive higher player engagement.

  • •

    Gaming has transitioned from a niche pastime to a dominant media powerhouse, predicted to eclipse paid TV spending by 2026.

  • •

    Playtesting is integral and universally valued by game developers, but large-scale research infrastructure is often a luxury.

  • •

    Accessibility efforts have made many games fully playable by blind and deaf players, incorporating auditory and control remapping innovations.

  • •

    Transmedia adaptations like Arcane and Pokémon help legitimize gaming culture and expand audiences beyond traditional gamers.

  • •

    The distinction between game design and UX design centers on optimizing good friction vs. minimizing bad friction.

Notable Quotes

"Games have really grown up from this childhood pastime into a media powerhouse set to dominate every aspect of media."

"Gaming UX is not just about polished UI; introduction of the right kind of frustration and challenge is part of the experience."

"Feelings are emergence; you need to measure emotion at scale, not just one-on-one usability."

"Good friction is what makes a game engaging; removing all friction means it’s no longer a game."

"The framework we tend to use is just, do you play games? Cool, you’re in—stop asking questions."

"Many games are fully playable by the blind, despite being highly visual, through clever auditory cues and remapped controls."

"The rise of Arcane legitimized something very important to players, showing how storytelling impacts emotional connection."

"At Riot, a whole discipline called player dynamics studies how groups of players behave unpredictably in shared spaces."

"Gaming’s emotional impact and cognitive shaping differentiate quality experiences beyond simple accessibility or success metrics."

"People who were gamers growing up are now the ones making the IP adaptations, ensuring authenticity."

Ask the Rosenbot
Greg Petroff
Everything is About to Change: Software as Material
2016 • Enterprise UX 2016
Gold
Marieke McCloskey
User Science: Product Analytics & User Research
2021 • Advancing Research 2021
Gold
Julia Cowing
From Researcher to Builder: Vibe Coding Tomer Sharon's Method Finder
2026 • Rosenfeld Community
Sheryl Cababa
Expanding Your Design Lens with Systems Thinking
2023 • Enterprise Community
Frances Yllana
The Big Question about Impact: A Panel Discussion
2024 • DesignOps Summit 2024
Gold
Abby Covert
Is the shift greater than the sum of its parts?
2026 • Shift UX 2026
Conference
Renee Reid
Becoming a ResearchH.E.R (Highly Enterprise Ready)
2019 • Enterprise Experience 2019
Gold
Noel Lamb
Cultivating Business Partnerships to Grow Research Ops
2022 • Advancing Research Community
Spencer L. A. Stultz
Why Social Justice Frameworks are Necessary for Successful DEI/JEDI Initiatives
2023 • DesignOps Summit 2023
Gold
John Maeda
About Design Organizations
2019 • DesignOps Community
Frances Yllana
D.E.A.R.R. Diaries (Discipline, Experience, Architecture, Reflection + Revolution)
2022 • Civic Design 2022
Gold
Sam Proulx
SUS: A System Unusable for Twenty Percent of the Population
2021 • Design at Scale 2021
Gold
Sam Proulx
Mobile Accessibility: Why Moving Accessibility Beyond the Desktop is Critical in a Mobile-first World
2022 • DesignOps Summit 2022
Gold
Jen Cardello
Learning Velocity—The Insights Speedometer
2021 • Advancing Research Community
Liwei Dai
The Heart and Brain of the AI Research
2020 • Advancing Research 2020
Gold
Jemma Ahmed
Collaboration: learning from other fields beyond our own [Advancing Research Community Workshop Series]
2024 • Advancing Research Community

More Videos

Hugh Dubberly

"We are moving from direct work to mediated work, from wanting things perfect to good enough for now, and from complete to adaptive and growing systems."

Hugh Dubberly

Problems with Problems: Reconsidering the Frame of Designing as Problem-Solving

June 19, 2019

Jon Fukuda

"The best innovations often don’t start out fully formed, but evolve through constant learning and adjustment."

Jon Fukuda

Theme 3 Intro

September 25, 2024

Eric Shumake

"It’s easier to sell if the team is talking about the tool — popularity inside counts."

Eric Shumake

An AMA on UX's Role in Healthcare

April 22, 2026

Mike Davidson

"Mirroring engineering’s career ladder for researchers stops weird conversations about titles and pay differences."

Mike Davidson

Fireside Chat

March 11, 2022

Amy Brana Stuart

"If you want your users to trust you, you need to share openly and be transparent about your research."

Amy Brana Stuart

Rest in Peace Fly-in-fly-out Design

June 9, 2022

Victor Lombardi

"In science, it’s better to miss a phenomenon than to misidentify one that doesn’t really exist."

Victor Lombardi Ted Booth HK Dunston Andrew Otwell

Bridging Design and Climate Science

February 14, 2024

Maria Rosala

"If you don't understand the process, you're not going to get very far with using AI for analysis."

Maria Rosala

AI-Assisted Qualitative Analysis: What to Automate and What to Own

June 5, 2026

Leah Buley

"We may need to borrow research techniques from journalists, actuaries, epidemiologists, ethicists, and science fiction writers."

Leah Buley

Closing Plenary: The Crisis of Digital

March 31, 2020

JD Buckley

"You have to keep the fight, keep looking back at where you started."

JD Buckley Margot Dear Jim Kalbach Janaki Kumar

COMMUNICATE: Discussion

June 14, 2018

Latest Books All books