By Kris Graft | February 4, 2015 This Gamasutra article explores how Warner Bros. Games’ studio Monolith designed the Nemesis system of Middle-earth: Shadow of Mordor using Self-Determination Theory (SDT) concepts and imploring Immersyve’s engagement metrics called the Player Experience of Need Satisfaction (PENS).
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By Ben Bradford | January 9, 2015 Many children of a certain generation have a warm place in their heart for classic Nintendo games like Mario and Zelda. As adults, they’re spending to rediscover it… Games can range from a few dollars to a
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By Ben Reeves | September 25, 2014 To view full article, click here. ….In order to better understand why gamers are sometimes drawn to challenging experiences, I talked with Dr. Scott Rigby, president of Immersyve, a research firm that has worked with companies like Warner
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From GDC 2014, By Joshua Vanderwall | March 20, 2014 I started to get skeptical just a few minutes into a talk by Scott Rigby and Troy Skinner – game consultants from Immersyve who focus on the psychology of games – titled “The Importance of
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By Keith Andrew | March 17, 2014 From GDC 2014… “Developers often think that if they make the next Titanfall or Call of Dutystyle shooter on mobile or tablets, it’s going to ‘blow the market wide open’,” offered Scott Rigby of Immersyve during the firm’s
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From the Bolt Peters Blog | September 9, 2008 by Tony Tulathimutte Thanks for the Shout Out Bolt Peters – we enjoyed working with you! ~The Immersyve Team How B|P Researched Spore…PENS is mightier than the pen Since we mostly do qualitative research, we don’t
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