It’s been more than 1 year since last Games User Research conference that I’ve attended in London. I was looking forward to this year’s edition! Last Friday, 30th September 2016, was a very special day. During the GUR conference we had the opportunity to meet professionals and academics from the games user research industry and academia.
In early September this year (2016) we had the opportunity to attend to the European Women in Games Conference 2016 at the Greenwich University. It was a very good conference, lots of great people from both industry and academia, asking questions about the games industry, diversity and cutting-edge technologies such as Virtual Reality (VR). In this
In the gaming world, things tend to be focused on visual aspects. Take as an example, Virtual Reality (VR) and the investment in visual interferences that evoke immersive reactions. This aspect of feeling that the reality and the virtual is the same can be called as Telepresence. The telepresence is enhanced by media “richness”. However,