Unity Technologies · Generative research

Understanding how PC gamers connect and play together

Unity was building a social platform for PC gamers, many of whom already met and played on Discord. Before the team designed how players would find each other and talk, I led a study of how gamers use Discord today: what helps them connect, and what gets in the way.

The problem

A new social platform for gamers, without evidence on how they already connect and play together.

My role

Lead researcher; the team's first generative study, which changed how it saw research.

What I did

In-depth interviews with experienced PC gamers, in their own Discord.

The impact

Put player safety on the team's agenda, and led to the moderation study.

The key insight

Players didn't need another place to talk to friends; Discord already did that well. What they lacked was a way to meet new, compatible players without risking toxicity, so most stayed inside the circles they already had, even when they wanted to reach beyond them.

  1. 01The question
  2. 02How I studied it
  3. 03What we learned
  4. 04From insight to decision
01 · The question

What helps gamers start a game and talk on Discord, and what gets in their way?

The team's target players already spent hours on Discord every week. Seeing what worked for them there, and which needs went unmet, would show the team what players valued most.

  1. Question 1 · Playing togetherWhat helps and hinders players in finding people and starting a game session?
  2. Question 2 · Talking about gamesWhat helps and hinders players in joining conversations about games?
02 · How I studied it

In-depth interviews, with players showing their own Discord servers

How people use a social platform is easy to describe vaguely and hard to recall in detail, so I asked participants to walk me through their own servers, groups and channels. A team member observed each session.

I recruited experienced players from past survey respondents who had agreed to be contacted, and through Reddit.

ScreenerPast survey respondents and Reddit
InterviewsExperienced PC gamers, an hour each, showing their own Discord
AnalysisThemes across participants
ActionsEach insight paired with a recommendation

Who took partExperienced multiplayer gamers who play mainly on PC and use Discord every week.

A participant sharing their screen during a remote session, showing their game client and friends list, with names and face blurred
A remote session: a participant shares their screen and walks us through how they play and connect with friends. Faces are blurred.
A participant sharing their own Discord server during a session, with text channels, voice channels and members online
A participant walks us through their own Discord server: text channels, voice rooms and the friends who are online.
03 · What we learned

Finding new players, safely, was the unmet need

Discoveryplayers wanted to find compatible, non-toxic new people

No good way to find new players

Looking outside their circles on Discord was slow and rarely led to a good match, so players turned to other platforms for random players. They wanted context before playing with someone: how long they had played, their goals, other games.

Safetysome players avoided voice with strangers

Safety decided who players talked to

Those who avoided it were younger players. One woman had never used voice with strangers, for fear of toxicity. Older male participants were comfortable, and being able to mute or block made them feel safe.

Contentplayers went to Reddit for it, not Discord

Discord was for people, not content

Public servers were hard to navigate and rarely used. For game content and wider conversation, players went to Reddit; Discord was for people they knew.

Where players spent their time

Inside their circles, Discord worked well: voice channels and status showed who was free to play, and joining took a click. Players kept most of their activity there. The outer circles are where the gaps showed.

Players' circles on Discord

Select a circle to see how players used it.

Core friends Friends of friends Met through games Strangers and public servers
My central recommendation

Support friend groups well, and help players find new people safely

Players were satisfied inside their circles, so the basics there had to be solid. The bigger unmet need was outside those circles, where finding compatible, safe players was hard.

Within circles
  • Reliable voice, status and screen sharing
  • Subgroups and private channels for larger groups
  • Control over how much each circle sees of what you share
Beyond circles
  • Ways to find players beyond your circles, with context about them
  • Control over who outside your circles can reach you
  • Mute, block and report, and ways to find safe groups
04 · From insight to decision

A clearer picture of players, and a new research priority

The study gave the team a shared understanding of how gamers connect within their circles, so it could design for those groups. It also put toxicity and moderation on the team's agenda.

Product

Design for circles

A clear view of how players form groups and play together, and what they valued most.

Priorities

Toxicity on the agenda

Safety concerns raised here became new research requests, starting with my moderation study.

Research culture

Value of discovery research

The study changed how the team saw research, and the value of generative work.

The circles also became the frame for that next study, which asked how much moderation players expect in each one: Defining moderation strategy for a new social gaming network.

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