Planning has defined many aspects of how the user is going to be placed in the system. This planning allows for a more efficient use of research resources. Longitudinal studies can now be easily conducted in context with scenarios. Iterating helps the research process in presenting possible solutions that can be tested against one another in the search for the best fit.
Here I’m exploring the types of scenarios and how they relate to various gameplay and user types. In this case we are concerned with relationships between multiplayer interactivity and casual vs. hardcore gamers.




