This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary…mehr
This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR.
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.
Produktdetails
Produktdetails
International Series on Computer, Entertainment and Media Technology
Barbaros Bostan is an Associate Professor in the Digital Game Design department at the Bahcesehir University/Turkey. He has a Ph.D. in Information Systems (2007) from Marmara University, an M.B.A. (2003) from Yeditepe University, and a B.S. in Electronics and Communication Engineering (2001) from Istanbul Technical University. He worked as a post-doc researcher at IDM Institute, Games Lab of the National University of Singapore between 2008 and 2010. His research areas include computer games, presence, interactivity, gamer psychology, player motivations and player profiling. Bostan has teaching experience in the areas of game history and analysis, storytelling in games, player psychology, research methods and interactive narrative. He reviews journal articles and book chapters for various journals and publishers, local and international. He was the editor of Gamer Psychology and Behavior book published by Springer. He was also one of the section editors of Encyclopedia of Computer Graphics and Games published by Springer.
Inhaltsangabe
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 andUsability 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.
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 andUsability 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.
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