Bugs and Emotion: A Content Analysis of Qality Assurance
Player Feedback
Extended Abstract
Luke Thominet
Florida International University
Miami, Florida
luke.thominet@fu.edu
ABSTRACT
This study uses content analysis to explore how players provide
quality assurance (QA) feedback of games in progress. It identifes
both the most commonly reported bugs and the bug types that
caused the most positive and negative experiences. In doing so, it
seeks to build stronger connections between QA and UX research.
CCS CONCEPTS
· Human-centered computing → HCI design and evaluation
methods;
KEYWORDS
User Experience, Video Games, Content Analysis, Quality Assur-
ance
ACM Reference Format:
Luke Thominet. 2018. Bugs and Emotion: A Content Analysis of Quality
Assurance Player Feedback: Extended Abstract. In SIGDOC ’18: The 36th
ACM International Conference on the Design of Communication, August 3ś
5, 2018, Milwaukee, WI, USA. ACM, New York, NY, USA, 2 pages. https:
//doi.org/10.1145/3233756.3233934
1 INTRODUCTION
There are conceptual and procedural divisions between quality as-
surance (QA) testing and playtesting in games. While playtesting,
a closer analogue of general user experience (UX) research, usually
involves players/users, QA testing is primarily the work of inter-
nal, specialized testing teams [13]. Yet QA issues have a signifcant
impact on UX [10], suggesting the need to build connections be-
tween these two areas. This study ties these testing areas together
by examining player feedback tickets from an open development
game.
Open development games are publicly released during the de-
velopment process in order to gather player feedback and iterate
on design. These games provide valuable data on how users can
engage in technology development. Elsewhere, I have argued that
open development projects show how we can design prolonged UX
research projects as an engaging experience [2].
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For all other uses, contact the owner/author(s).
SIGDOC ’18, August 3ś5, 2018, Milwaukee, WI, USA
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ACM ISBN 978-1-4503-5935-1/18/08.
https://doi.org/10.1145/3233756.3233934
Notably, open developers have also debated the role of players
in QA testing. Some developers argued categorically that players
should not be used for QA testing [12], and others argued that
players are inefective at fnding bugs [15]. Still, many developers
implicitly supported using players as QA testers by recommending
centralized locations for bug reporting [7] or acknowledging how
bugs afect players’ experiences [3].
This study responds to the debate by arguing that rhetorical
discourse methods ofer insight into how game bugs afect player
experience. As such, this study contributes to technical communica-
tion’s ongoing work to use rhetorical discourse analysis to analyze
UX practice [11] and video game play and development [4, 5].
2 METHODS
This study used a data set of 300,000 player feedback tickets for Sub-
nautica, a scuba diving, exploration game. The tickets were created
through an in-game widget where players submitted textual feed-
back and reported their emotional state (very unhappy, unhappy,
happy, very happy). In a previous study, I analyzed a sample of
3,250 feedback tickets to trace broader UX topics and found that
the majority (63.3%) were focused on QA topics [1]. These 2,296 QA
player feedback statements were the sample for the current study.
This study sought to answer two research questions: 1) What
types of bugs did Subnautica players frequently report? and 2) What
types of bugs most negatively afected players’ experiences?
This study used conventional content analysis [6] to identify the
types of bugs that players reported with the initial coding categories
drawn from existing game bug taxonomies [8, 9]. This frst coding
system was developed further during an initial coding pass. The
fnal coding system can be seen in Table 1 below.
To analyze the results, overall frequencies of each bug type were
calculated. Then the frequency distribution of players’ positive
and negative emotions was calculated for each bug type. These
distributions were analyzed using a chi-squared test to determine
if bug categories showed non-random variation in the reporting of
emotions. Results with a p value of <.05 were considered signifcant.
3 RESULTS AND DISCUSSION
The full range of bug types identifed in the sample, as well as the
frequency of each type is shown in Table 1 below.
Two bug types dominated QA player feedback: game object
bugs and visual defects. Since Subnautica is an exploration/survival
game where players commonly craft new items, these two types of
errors were probably apparent during regular gameplay. However,
the prevalence of level design reports also suggested that some