By Graham McAllister

This book takes a wider view of playtesting, looking beyond user research to factor in concepts from organisational psychology so that we can get the most from playtesting - enhancing your game, and also your team.

Introduction

1. The Mission - To Playtest

2. The Frame - Enhancing Your Game and Team via Alignment

3. The Audience - The 99%

A Usability Primer

4. Usability in Games - A Simple Example

5. Friction Points

6. Friction in the Game and in the Mind

7. Usability Throughout the Player Experience

8. Usability in Onboarding (Tutorials)

9. Usability in Core Gameplay

10. Usability in Meta-gameplay (Retention)

11. Usability in Purchasing

12. How Usability Relates to UX

13. Why Usability Issues Exist in Games