Language:
English
繁體中文
Help
圖資館首頁
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Game user experience and player-cent...
~
Bostan, Barbaros.
Game user experience and player-centered design
Record Type:
Electronic resources : Monograph/item
Title/Author:
Game user experience and player-centered designedited by Barbaros Bostan.
other author:
Bostan, Barbaros.
Published:
Cham :Springer International Publishing :2020.
Description:
xi, 496 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Video gamesDesign.
Online resource:
https://doi.org/10.1007/978-3-030-37643-7
ISBN:
9783030376437$q(electronic bk.)
Game user experience and player-centered design
Game user experience and player-centered design
[electronic resource] /edited by Barbaros Bostan. - Cham :Springer International Publishing :2020. - xi, 496 p. :ill., digital ;24 cm. - International series on computer entertainment and media technology,2364-947X. - International series on computer entertainment and media technology..
Section 1: Cognition and Player Psychology -- Chapter 1: ERP Correlates of Working Memory Load in Excessive Video Game Players -- Chapter 2: Integrate: A Digital Game for Testing Conformity in Decision Making -- Chapter 3: Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study -- Chapter 4: 4 Pillars Of Healthy Escapism In Games: Emotion Regulation, Mood Management, Coping And Recovery -- Chapter 5: User Experience and Motivation of Professional Video Game Players: A Case Study of E-sports in Turkey -- Section 2: Modelling and measuring Player Experience -- Chapter 6: Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach -- Chapter 7: Developing Gaming Instinctual Motivation Scale (GIMS): Item Development and Pre-testing -- Chapter 8: The GEM Game Experience Model -- Chapter 9: Driven, Imaginative, and Casual Gameplay Experiences -- Chapter 10: Physiological Measures in Game User Research -- Section 3: Game Design and Player Experience -- Chapter 11: The Ethics of Game Experience -- Chapter 12: Death and Rebirth in Platformer Games -- Chapter 13: Player-Centered Design in Role-Playing Game Branching Dialogue Systems -- Chapter 14: Designing a Cad Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study -- Section 4: Case Studies of Computer Games -- Chapter 15: The Relationship Between Cohesive Game Design and Player Immersion: A Case Study of Original Versus Reboot Thief -- Chapter 16: Empathy and Choice in Story Driven Games: A Case Study of Telltale Games -- Chapter 17: Gender Representation and Diversity in Contemporary Video Games -- Chapter 18: A Deadly Game User Experience: The Case of #BlueWhaleChallenge -- Chapter 19: Exploring Experiental Spaces in Video Games: Case Studies of Papers Please, Beholder and Mirror's Edge -- Section 5: New Technologies and Player Experience -- Chapter 20: Immersiveness and Usability in VR: A Comparative Study of Monstrum and Fruit Ninja -- Chapter 21: Interactive Storytelling in Extended Reality: Concepts for the Design -- Chapter 22: Using AR Mechanics and Emergent Narratives to Tell Better Stories.
This book aims to provide a comprehensive coverage of the basic components of game user experience and the fundamentals of player-centered design. The impact of game user experience on the game development cycles, as well as its impact on the entertainment and the educational value of a game will be covered with research findings and industry case studies. The evolution of game user experience in the new era of VR and AR will also be demonstrated. And finally, evaluations and validations of the different techniques for measuring game user experience will be followed by descriptions of how these measurements can be applied to a player-centered design. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.
ISBN: 9783030376437$q(electronic bk.)
Standard No.: 10.1007/978-3-030-37643-7doiSubjects--Topical Terms:
250160
Video games
--Design.
LC Class. No.: GV1469.3 / .G35 2020
Dewey Class. No.: 794.83
Game user experience and player-centered design
LDR
:04130nmm a2200337 a 4500
001
571737
003
DE-He213
005
20200406114434.0
006
m d
007
cr nn 008maaau
008
200922s2020 sz s 0 eng d
020
$a
9783030376437$q(electronic bk.)
020
$a
9783030376420$q(paper)
024
7
$a
10.1007/978-3-030-37643-7
$2
doi
035
$a
978-3-030-37643-7
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
GV1469.3
$b
.G35 2020
072
7
$a
UYZG
$2
bicssc
072
7
$a
COM070000
$2
bisacsh
072
7
$a
UYZG
$2
thema
082
0 4
$a
794.83
$2
23
090
$a
GV1469.3
$b
.G192 2020
245
0 0
$a
Game user experience and player-centered design
$h
[electronic resource] /
$c
edited by Barbaros Bostan.
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2020.
300
$a
xi, 496 p. :
$b
ill., digital ;
$c
24 cm.
490
1
$a
International series on computer entertainment and media technology,
$x
2364-947X
505
0
$a
Section 1: Cognition and Player Psychology -- Chapter 1: ERP Correlates of Working Memory Load in Excessive Video Game Players -- Chapter 2: Integrate: A Digital Game for Testing Conformity in Decision Making -- Chapter 3: Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study -- Chapter 4: 4 Pillars Of Healthy Escapism In Games: Emotion Regulation, Mood Management, Coping And Recovery -- Chapter 5: User Experience and Motivation of Professional Video Game Players: A Case Study of E-sports in Turkey -- Section 2: Modelling and measuring Player Experience -- Chapter 6: Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach -- Chapter 7: Developing Gaming Instinctual Motivation Scale (GIMS): Item Development and Pre-testing -- Chapter 8: The GEM Game Experience Model -- Chapter 9: Driven, Imaginative, and Casual Gameplay Experiences -- Chapter 10: Physiological Measures in Game User Research -- Section 3: Game Design and Player Experience -- Chapter 11: The Ethics of Game Experience -- Chapter 12: Death and Rebirth in Platformer Games -- Chapter 13: Player-Centered Design in Role-Playing Game Branching Dialogue Systems -- Chapter 14: Designing a Cad Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study -- Section 4: Case Studies of Computer Games -- Chapter 15: The Relationship Between Cohesive Game Design and Player Immersion: A Case Study of Original Versus Reboot Thief -- Chapter 16: Empathy and Choice in Story Driven Games: A Case Study of Telltale Games -- Chapter 17: Gender Representation and Diversity in Contemporary Video Games -- Chapter 18: A Deadly Game User Experience: The Case of #BlueWhaleChallenge -- Chapter 19: Exploring Experiental Spaces in Video Games: Case Studies of Papers Please, Beholder and Mirror's Edge -- Section 5: New Technologies and Player Experience -- Chapter 20: Immersiveness and Usability in VR: A Comparative Study of Monstrum and Fruit Ninja -- Chapter 21: Interactive Storytelling in Extended Reality: Concepts for the Design -- Chapter 22: Using AR Mechanics and Emergent Narratives to Tell Better Stories.
520
$a
This book aims to provide a comprehensive coverage of the basic components of game user experience and the fundamentals of player-centered design. The impact of game user experience on the game development cycles, as well as its impact on the entertainment and the educational value of a game will be covered with research findings and industry case studies. The evolution of game user experience in the new era of VR and AR will also be demonstrated. And finally, evaluations and validations of the different techniques for measuring game user experience will be followed by descriptions of how these measurements can be applied to a player-centered design. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.
650
0
$a
Video games
$x
Design.
$3
250160
650
0
$a
User-centered system design.
$3
274536
650
0
$a
Human-computer interaction.
$3
189333
650
1 4
$a
User Interfaces and Human Computer Interaction.
$3
274517
650
2 4
$a
Multimedia Information Systems.
$3
274489
650
2 4
$a
Cognitive Psychology.
$3
273717
700
1
$a
Bostan, Barbaros.
$3
749697
710
2
$a
SpringerLink (Online service)
$3
273601
773
0
$t
Springer eBooks
830
0
$a
International series on computer entertainment and media technology.
$3
729032
856
4 0
$u
https://doi.org/10.1007/978-3-030-37643-7
950
$a
Computer Science (Springer-11645)
based on 0 review(s)
ALL
電子館藏
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
000000178386
電子館藏
1圖書
電子書
EB GV1469.3 .G192 2020 2020
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Multimedia file
https://doi.org/10.1007/978-3-030-37643-7
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login