Game Usability : Advancing the Player Experience


Katherine. Isbister
Bok Engelsk 2008 · Electronic books.
Utgitt
Burlington : : Taylor & Francis, , 2008.
Omfang
1 online resource (399 p.)
Opplysninger
Description based upon print version of record.. - Front Cover; Game Usability: Advice from the Experts for Advancing the Player Experience; Copyright Page; Table of Contents; Foreword; Part I. What is Usability and Why Should I Care?; Chapter 1. Introduction; 1.1 Why Usability Now?; 1.2 What Exactly Is Usability? How Is It Different from Playability and Fun?; 1.3 What to Expect from This Book; 1.4 Tips for Using this Book; 1.5 Acknowledgments; Chapter 2. Organizational Challenges for User Research in the Videogame Industry: Overview and Advice; 2.1 Overview; 2.2 Introduction; 2.3 Three Well-Known Challenges. - 2.4 The Publisher and The Developer2.5 Conclusion; 2.6 Acknowledgments; 2.7 References; Chapter 3. Interview with Tobi Saulnier, Founder and CEO of 1st Playable Productions; Part II. Usability Techniques 101; Chapter 4. Games User Research (GUR): Our Experience with and Evolution of Four Methods; 4.1 Objectives in the Chapter; 4.2 The Opportunity and Challenge of Games Research; 4.3 Researching Play in the First Hour: Playtest; 4.4 Researching Social/Party Games; 4.5 Researching Play in the ""Real-World"": Beta; 4.6 The Importance of First Impressions: Trials and Demos; 4.7 Conclusion. - 4.8 Acknowledgments4.9 References; Chapter 5. Let the Game Tester Do the Talking: Think Aloud and Interviewing to Learn About the Game Experience; 5.1 Introduction; 5.2 Application of Think-Aloud; 5.3 Limitations of Think-Aloud; 5.4 How to Conduct a Think-Aloud Study; 5.5 Alternative Approach; 5.6 Interviewing; 5.7 Discussion and Conclusion; 5.8 References; Chapter 6. Heuristic Evaluation of Games; 6.1 Introduction; 6.2 Understanding Heuristics; 6.3 Implementation; 6.4 Conclusion; 6.5 Acknowledgements; 6.6 References; Chapter 7. Usability and Playability Expert Evaluation; 7.1 Introduction. - 7.2 What Is Being Evaluated7.3 How the Evaluation Is Done; 7.4 When to Evaluate; 7.5 Process; 7.6 Heuristics; 7.7 Summary; 7.8 References; Chapter 8. Interview with Eric Schaffer, Ph.D., CEO of Human Factors International; Chapter 9. Master Metrics: The Science Behind the Art of Game Design; 9.1 Overview; 9.2 Background; 9.3 The Techniques; 9.4 Feature Design: Listen to Metacritic but don't be a Slave to Metacritic; 9.5 Take-Aways; 9.6 Feature Design: Morphological Analysis is Analytical Creativity in Action; 9.7 Take-Aways. - 9.8 Mechanics Design-Quantify Types of Emotions Evoked-Offer Three or More9.9 Take-Aways; 9.10 Level Design-Use ""Heat Maps"" to Track and Quantify User Experience; 9.11 Take-Aways; 9.12 Level Design-Craft a Balanced Mix of Activities Using ""Time Spent"" Reports; 9.13 Take-Away; 9.14 Level Design-Track Engagement with Bio-sensors to Quantify Player Experience; 9.15 Take-Aways; 9.16 Control Design-Simplify Controls through Measured Complexity Models; 9.17 Take-Aways; 9.18 Experience Design-Integrate Playcentric Design throughout Development; 9.19 Take-Aways; 9.20 References. - Part III. Focus on Special Contexts and Types of Players. - Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending
Emner
Sjanger
Dewey
ISBN
9780123744470

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