Game Usability
Advice from the Experts for Advancing UX Strategy and Practice in Videogames
Herausgeber: Hodent, Celia; Isbister, Katherine
Game Usability
Advice from the Experts for Advancing UX Strategy and Practice in Videogames
Herausgeber: Hodent, Celia; Isbister, Katherine
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This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines.
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This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- 2 ed
- Seitenzahl: 438
- Erscheinungstermin: 14. März 2022
- Englisch
- Abmessung: 178mm x 20mm x 30mm
- Gewicht: 1010g
- ISBN-13: 9780367619923
- ISBN-10: 036761992X
- Artikelnr.: 62570063
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
- Verlag: Taylor & Francis Ltd
- 2 ed
- Seitenzahl: 438
- Erscheinungstermin: 14. März 2022
- Englisch
- Abmessung: 178mm x 20mm x 30mm
- Gewicht: 1010g
- ISBN-13: 9780367619923
- ISBN-10: 036761992X
- Artikelnr.: 62570063
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
Katherine Isbister is Professor of Computational Media at UCSC's Engineering School, where she directs the Social Emotional Technology Lab https://setlab.ucsc.edu/. Her research team creates interactive experiences at the intersection of HCI and Games/Play to heighten social and emotional connections and wellbeing, with over 100 peer-reviewed publications and games shown at IndieCade (Yamove! and SceneSampler) and other public venues. Her most recent book from MIT Press is How Games Move Us: Emotion by Design, winner of an American Library Association award. Isbister is a Founding Fellow of the Higher Education Video Games Alliance, a recipient of MIT Technology Review's Young Innovator Award, and is an ACM Distinguished Scientist. http://www.katherineinterface.com/ Celia Hodent holds a PhD in psychology and has over ten years of experience in the development of UX strategy and processes in video game studios. Through her work at Ubisoft, LucasArts, and as Director of UX at Epic Games (Fortnite), she has contributed to many projects across multiple platforms, from PC to consoles, mobile, and VR. Celia is also the founder of the Game UX Summit, and advisor for the GDC UX Summit. She is the author of The Gamer's Brain: How Neuroscience and UX can Impact Video Game Design and of The Psychology of Video Games. She currently works as an independent game UX consultant. Twitter: @CeliaHodent Blog: celiahodent.com
1. Introduction: What's New in This Edition, How to Read This Book. 2.
Advancing Game UX Maturity. 3. Usability and Game Feel. 4. Games Research
Evolution at Microsoft. 5. Try One Yourself: A Guide to Running a Practice
User Study. 6. Heuristic UX Evaluation in Games. 7. Let the Game Tester Do
the Talking: Think Aloud and Interviewing to Learn About the Game
Experience. 8. How Bias Affects Games - And What You Can Do About It. 9.
Working with Game Analysts and Data Scientists. 10. Physiological Measures
for Game Evaluation. 11. Integrating UX Practices into the Production
Pipeline. 12. Trust & Safety and Fair Play in Video Games: Intentionally
Designing Positive Communities. 13. Accessibility Then and Now - History,
Myths, Considerations and Tools. 14. Reframing Inclusion: The Case for
Allyship. 15. Mobile Game Usability: Design and Research. 16. Designing for
"Everyone": The Triumph of Casual Mechanics. 17. The Design of Virtual and
Augmented Realities. 18. The Esports Experience: Fan, Player, and Beyond.
19.(Re)Discovering the Rich History of Game User Research: An
'Undisciplined' Approach. 20. How to Keep Up with What's Happening and Last
Comments.
Advancing Game UX Maturity. 3. Usability and Game Feel. 4. Games Research
Evolution at Microsoft. 5. Try One Yourself: A Guide to Running a Practice
User Study. 6. Heuristic UX Evaluation in Games. 7. Let the Game Tester Do
the Talking: Think Aloud and Interviewing to Learn About the Game
Experience. 8. How Bias Affects Games - And What You Can Do About It. 9.
Working with Game Analysts and Data Scientists. 10. Physiological Measures
for Game Evaluation. 11. Integrating UX Practices into the Production
Pipeline. 12. Trust & Safety and Fair Play in Video Games: Intentionally
Designing Positive Communities. 13. Accessibility Then and Now - History,
Myths, Considerations and Tools. 14. Reframing Inclusion: The Case for
Allyship. 15. Mobile Game Usability: Design and Research. 16. Designing for
"Everyone": The Triumph of Casual Mechanics. 17. The Design of Virtual and
Augmented Realities. 18. The Esports Experience: Fan, Player, and Beyond.
19.(Re)Discovering the Rich History of Game User Research: An
'Undisciplined' Approach. 20. How to Keep Up with What's Happening and Last
Comments.
1. Introduction: What's New in This Edition, How to Read This Book. 2.
Advancing Game UX Maturity. 3. Usability and Game Feel. 4. Games Research
Evolution at Microsoft. 5. Try One Yourself: A Guide to Running a Practice
User Study. 6. Heuristic UX Evaluation in Games. 7. Let the Game Tester Do
the Talking: Think Aloud and Interviewing to Learn About the Game
Experience. 8. How Bias Affects Games - And What You Can Do About It. 9.
Working with Game Analysts and Data Scientists. 10. Physiological Measures
for Game Evaluation. 11. Integrating UX Practices into the Production
Pipeline. 12. Trust & Safety and Fair Play in Video Games: Intentionally
Designing Positive Communities. 13. Accessibility Then and Now - History,
Myths, Considerations and Tools. 14. Reframing Inclusion: The Case for
Allyship. 15. Mobile Game Usability: Design and Research. 16. Designing for
"Everyone": The Triumph of Casual Mechanics. 17. The Design of Virtual and
Augmented Realities. 18. The Esports Experience: Fan, Player, and Beyond.
19.(Re)Discovering the Rich History of Game User Research: An
'Undisciplined' Approach. 20. How to Keep Up with What's Happening and Last
Comments.
Advancing Game UX Maturity. 3. Usability and Game Feel. 4. Games Research
Evolution at Microsoft. 5. Try One Yourself: A Guide to Running a Practice
User Study. 6. Heuristic UX Evaluation in Games. 7. Let the Game Tester Do
the Talking: Think Aloud and Interviewing to Learn About the Game
Experience. 8. How Bias Affects Games - And What You Can Do About It. 9.
Working with Game Analysts and Data Scientists. 10. Physiological Measures
for Game Evaluation. 11. Integrating UX Practices into the Production
Pipeline. 12. Trust & Safety and Fair Play in Video Games: Intentionally
Designing Positive Communities. 13. Accessibility Then and Now - History,
Myths, Considerations and Tools. 14. Reframing Inclusion: The Case for
Allyship. 15. Mobile Game Usability: Design and Research. 16. Designing for
"Everyone": The Triumph of Casual Mechanics. 17. The Design of Virtual and
Augmented Realities. 18. The Esports Experience: Fan, Player, and Beyond.
19.(Re)Discovering the Rich History of Game User Research: An
'Undisciplined' Approach. 20. How to Keep Up with What's Happening and Last
Comments.