When Eva Best stays up way too late, it’s because she’s gone down a rabbit hole on Wikipedia, researching marine animals and getting more and more engrossed in the nesting habits of the leatherback sea turtle. That, or she’s strumming the ukulele, shredding on her Fender Stratocaster, and making music until the wee hours.
Many of the rest of us stay up way too late playing Overdrive City or Disney Magic Kingdoms on our iPad. And we are the people who are of particular interest to companies like Gameloft. Eva is the manager of the qualitative research department in user experience at Gameloft Montreal, one of the biggest mobile gaming companies in Canada. Psychology graduates, and researchers like Eva, are becoming more and more a part of gaming companies as their particular sets of skills are ideally suited to the job. They allow gaming companies, and really any company that has a service or an interface used by human beings, to make decisions based on reports and data that is accurate, correct, complete, and relevant.
Qualitative research in a gaming company is currently more geared toward usability and functionality. Whether an app works, how easy it is to navigate, and so on. Moreso than in the past, the approach to user experience is a ‘holistic’ one, and people with backgrounds in research – especially those whose research experience is in a multidisciplinary environment – are increasingly in demand.
Eva graduated with her Master of Science in psychology from the University of Montreal, then obtained a PMP (Project Management Professional) certification from the Project Management Institute, precisely so she could get a job like this one.
Last year, Eva’s Master’s thesis on the “positivity effect” earned her a Certificate of Academic Excellence from the CPA. The positivity effect is a phenomenon where elderly adults tend to rate negative stimuli as less negative and positive stimuli as more positive than do younger people. Eva’s research provided a ‘proof of concept’ that this trend appears to be almost a straight line from birth, as children rate their responses to stimuli more negatively than do young adults, who in turn report more negative feelings than older adults, and so on.
Her project proposed a new theory on “lifespan emotional development”. One that put the positivity effect at the peak of development by showing that it can be produced in younger people as well. When they are desensitized by exposure to a negative stimulus, even younger people are likely to rate all other stimuli in a more positive way. Even the most neutral (boring) stimulus can feel more positive under these circumstances.
Gaming makes life less boring while in the waiting room or on the bus, for example. Figuring out how to improve your gaming experience is the goal of the qualitative research department. Who better to help create and ensure a positive experience than Eva? If she can make you as interested and invested in a mobile game as she is in gaming, sea turtles and the ukulele, then mission accomplished!