Games User Research
Herausgeber: Drachen, Anders; Nacke, Lennart; Mirza-Babaei, Pejman
Games User Research
Herausgeber: Drachen, Anders; Nacke, Lennart; Mirza-Babaei, Pejman
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Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field.
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Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field.
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Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Hurst & Co.
- Seitenzahl: 560
- Erscheinungstermin: 25. März 2018
- Englisch
- Abmessung: 241mm x 164mm x 32mm
- Gewicht: 1074g
- ISBN-13: 9780198794844
- ISBN-10: 0198794843
- Artikelnr.: 49375262
- Verlag: Hurst & Co.
- Seitenzahl: 560
- Erscheinungstermin: 25. März 2018
- Englisch
- Abmessung: 241mm x 164mm x 32mm
- Gewicht: 1074g
- ISBN-13: 9780198794844
- ISBN-10: 0198794843
- Artikelnr.: 49375262
Dr. Anders Drachen, Ph.D. is a veteran Data Scientist, Professor at the Digital Creativity Labs, University of York (UK). His multiple award-winning work in data- and game science is focused on game analytics and business intelligence. His research and professional work is carried out in collaboration with companies spanning the industry. He is one of the most published scientists worldwide on game analytics, virtual economics, user research, game data mining, and user profiling. He is a former member of the board of the IGDA SIG on Game User Research. Lennart Nacke, PhD, is the director of the HCI Games Group and an associate professor for human-computer interaction and game design at the University of Waterloo. He is a world-leading authority on the cognitive and emotional aspects of player experience in video games, with a special focus on physiological metrics and gameful design. He has authored more than 100 research publications on these topics, which have been cited more than 8,000 times. He is also working as a gamification and user experience consultant. He chaired the Computer-Human Interaction (CHI) PLAY 2014 and Gamification 2013 conferences, and is currently the chair of the CHI PLAY steering committee. He is an editor of multiple research journals and a subcommittee co-chair of CHI 2017 and CHI 2018. He has served on the steering committee of the International Game Developers Association Special Interest Group on Games User Research and loves the GUR community. Dr. Pejman Mirza-Babaei is an Assistant Professor for Human-Computer Interaction and Games User Research at the University of Ontario Institute of Technology. He is also the User Research Director at Execution Labs, Montreal. He has been involved with the Games User Research community since 2009, where he has published more than 40 articles, co-organized workshops and courses in international conferences. He has contributed to more than 22 published commercial games, including awards winning titles such as Pewdiepie Legend of the Brofist, Crysis 2, and Weirdwood Manor among many others.
* 1: Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke:
Introduction to Games User Research
* 2: Veronica Zammitto: Games User Research as part of the Development
Process in the Game Industry: Challenges and Best Practices
* 3: David Tisserand: It's All About Process
* 4: Ian Livingston: Post-launch in Game User Research
* 5: Graham McAllister: User experience maturity levels: Evaluating and
improving Game User Research practices
* 6: Sebastian Long: Designing A Games User Research Lab From Scratch
* 7: Michael C. Medlock: An Overview of GUR Methods
* 8: Graham McAllister and Sebastian Long: A Framework for Player
Research
* 9: Florian Brühlmann and Elisa D. Mekler: Surveys in Games User
Research
* 10: Steve Bromley: Interviewing Players
* 11: Mirweis Sangin: Observing the Player Experience
* 12: Tom Knoll: The Think Aloud Protocol
* 13: Michael C. Medlock: The Rapid Iterative Test and Evaluation
Method (RITE)
* 14: Heather Desurvire and Dennis Wixon: Heuristic Uncovered for Game
User Researchers and Game Designers
* 15: Janne Paavilainen: Heuristic Evaluation of Playability: Examples
from Social Games Research and Free-to-Play Heuristics
* 16: Lennart Nacke: Introduction to Biometrics Measures for Game User
Research
* 17: Pierre Chalfoun, Jonathan Dankoff: Developing actionable
biometric insights for production teams: case studies and key
learnings
* 18: Pejman Mirza-Babaei: Reporting User Research Findings to the
Development Team
* 19: Anders Drachen and Shawn Connor: Game Analytics for Game User
Research
* 20: Lysiane Charest: Punching Above Your Weight: How small studios
can leverage data for an unfair advantage
* 21: Pejman Mirza-Babaei and Thomas Galati: Affordable and Data-Driven
User Research for Indie Studios
* 22: Guillaume Louvel: Play as if you were home
* 23: James Berg: Dissecting the Dragon: GUR for Dragon Age:
Inquisition
* 24: Julien Huguenin: Running User Tests with Limited Resources and
Experience
* 25: Johan Dorell and Björn Berg Marklund: Starting from Scratch:
Pragmatic and Scalable Guidelines to Impactful Games User Research
* 26: Steven Schirra and Brooke White: Strategies for Understanding and
Researching Mobile Games in Context
* 27: Kathrin Gerling, Conor Linehan and Regan Mandryk: Involving
Players With Special Needs in Games User Research
* 28: Nick Yee and Nicolas Ducheneaut: Gamer Motivation Profiling: Uses
and Applications
* 29: Johanna Pirker: Social Network Analysis in Games User Research
* 30: Ben Lewis-Evans: A short guide to user testing for simulation
sickness in Virtual Reality
* 31: Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke: Front
lines in Games User Research
Introduction to Games User Research
* 2: Veronica Zammitto: Games User Research as part of the Development
Process in the Game Industry: Challenges and Best Practices
* 3: David Tisserand: It's All About Process
* 4: Ian Livingston: Post-launch in Game User Research
* 5: Graham McAllister: User experience maturity levels: Evaluating and
improving Game User Research practices
* 6: Sebastian Long: Designing A Games User Research Lab From Scratch
* 7: Michael C. Medlock: An Overview of GUR Methods
* 8: Graham McAllister and Sebastian Long: A Framework for Player
Research
* 9: Florian Brühlmann and Elisa D. Mekler: Surveys in Games User
Research
* 10: Steve Bromley: Interviewing Players
* 11: Mirweis Sangin: Observing the Player Experience
* 12: Tom Knoll: The Think Aloud Protocol
* 13: Michael C. Medlock: The Rapid Iterative Test and Evaluation
Method (RITE)
* 14: Heather Desurvire and Dennis Wixon: Heuristic Uncovered for Game
User Researchers and Game Designers
* 15: Janne Paavilainen: Heuristic Evaluation of Playability: Examples
from Social Games Research and Free-to-Play Heuristics
* 16: Lennart Nacke: Introduction to Biometrics Measures for Game User
Research
* 17: Pierre Chalfoun, Jonathan Dankoff: Developing actionable
biometric insights for production teams: case studies and key
learnings
* 18: Pejman Mirza-Babaei: Reporting User Research Findings to the
Development Team
* 19: Anders Drachen and Shawn Connor: Game Analytics for Game User
Research
* 20: Lysiane Charest: Punching Above Your Weight: How small studios
can leverage data for an unfair advantage
* 21: Pejman Mirza-Babaei and Thomas Galati: Affordable and Data-Driven
User Research for Indie Studios
* 22: Guillaume Louvel: Play as if you were home
* 23: James Berg: Dissecting the Dragon: GUR for Dragon Age:
Inquisition
* 24: Julien Huguenin: Running User Tests with Limited Resources and
Experience
* 25: Johan Dorell and Björn Berg Marklund: Starting from Scratch:
Pragmatic and Scalable Guidelines to Impactful Games User Research
* 26: Steven Schirra and Brooke White: Strategies for Understanding and
Researching Mobile Games in Context
* 27: Kathrin Gerling, Conor Linehan and Regan Mandryk: Involving
Players With Special Needs in Games User Research
* 28: Nick Yee and Nicolas Ducheneaut: Gamer Motivation Profiling: Uses
and Applications
* 29: Johanna Pirker: Social Network Analysis in Games User Research
* 30: Ben Lewis-Evans: A short guide to user testing for simulation
sickness in Virtual Reality
* 31: Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke: Front
lines in Games User Research
* 1: Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke:
Introduction to Games User Research
* 2: Veronica Zammitto: Games User Research as part of the Development
Process in the Game Industry: Challenges and Best Practices
* 3: David Tisserand: It's All About Process
* 4: Ian Livingston: Post-launch in Game User Research
* 5: Graham McAllister: User experience maturity levels: Evaluating and
improving Game User Research practices
* 6: Sebastian Long: Designing A Games User Research Lab From Scratch
* 7: Michael C. Medlock: An Overview of GUR Methods
* 8: Graham McAllister and Sebastian Long: A Framework for Player
Research
* 9: Florian Brühlmann and Elisa D. Mekler: Surveys in Games User
Research
* 10: Steve Bromley: Interviewing Players
* 11: Mirweis Sangin: Observing the Player Experience
* 12: Tom Knoll: The Think Aloud Protocol
* 13: Michael C. Medlock: The Rapid Iterative Test and Evaluation
Method (RITE)
* 14: Heather Desurvire and Dennis Wixon: Heuristic Uncovered for Game
User Researchers and Game Designers
* 15: Janne Paavilainen: Heuristic Evaluation of Playability: Examples
from Social Games Research and Free-to-Play Heuristics
* 16: Lennart Nacke: Introduction to Biometrics Measures for Game User
Research
* 17: Pierre Chalfoun, Jonathan Dankoff: Developing actionable
biometric insights for production teams: case studies and key
learnings
* 18: Pejman Mirza-Babaei: Reporting User Research Findings to the
Development Team
* 19: Anders Drachen and Shawn Connor: Game Analytics for Game User
Research
* 20: Lysiane Charest: Punching Above Your Weight: How small studios
can leverage data for an unfair advantage
* 21: Pejman Mirza-Babaei and Thomas Galati: Affordable and Data-Driven
User Research for Indie Studios
* 22: Guillaume Louvel: Play as if you were home
* 23: James Berg: Dissecting the Dragon: GUR for Dragon Age:
Inquisition
* 24: Julien Huguenin: Running User Tests with Limited Resources and
Experience
* 25: Johan Dorell and Björn Berg Marklund: Starting from Scratch:
Pragmatic and Scalable Guidelines to Impactful Games User Research
* 26: Steven Schirra and Brooke White: Strategies for Understanding and
Researching Mobile Games in Context
* 27: Kathrin Gerling, Conor Linehan and Regan Mandryk: Involving
Players With Special Needs in Games User Research
* 28: Nick Yee and Nicolas Ducheneaut: Gamer Motivation Profiling: Uses
and Applications
* 29: Johanna Pirker: Social Network Analysis in Games User Research
* 30: Ben Lewis-Evans: A short guide to user testing for simulation
sickness in Virtual Reality
* 31: Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke: Front
lines in Games User Research
Introduction to Games User Research
* 2: Veronica Zammitto: Games User Research as part of the Development
Process in the Game Industry: Challenges and Best Practices
* 3: David Tisserand: It's All About Process
* 4: Ian Livingston: Post-launch in Game User Research
* 5: Graham McAllister: User experience maturity levels: Evaluating and
improving Game User Research practices
* 6: Sebastian Long: Designing A Games User Research Lab From Scratch
* 7: Michael C. Medlock: An Overview of GUR Methods
* 8: Graham McAllister and Sebastian Long: A Framework for Player
Research
* 9: Florian Brühlmann and Elisa D. Mekler: Surveys in Games User
Research
* 10: Steve Bromley: Interviewing Players
* 11: Mirweis Sangin: Observing the Player Experience
* 12: Tom Knoll: The Think Aloud Protocol
* 13: Michael C. Medlock: The Rapid Iterative Test and Evaluation
Method (RITE)
* 14: Heather Desurvire and Dennis Wixon: Heuristic Uncovered for Game
User Researchers and Game Designers
* 15: Janne Paavilainen: Heuristic Evaluation of Playability: Examples
from Social Games Research and Free-to-Play Heuristics
* 16: Lennart Nacke: Introduction to Biometrics Measures for Game User
Research
* 17: Pierre Chalfoun, Jonathan Dankoff: Developing actionable
biometric insights for production teams: case studies and key
learnings
* 18: Pejman Mirza-Babaei: Reporting User Research Findings to the
Development Team
* 19: Anders Drachen and Shawn Connor: Game Analytics for Game User
Research
* 20: Lysiane Charest: Punching Above Your Weight: How small studios
can leverage data for an unfair advantage
* 21: Pejman Mirza-Babaei and Thomas Galati: Affordable and Data-Driven
User Research for Indie Studios
* 22: Guillaume Louvel: Play as if you were home
* 23: James Berg: Dissecting the Dragon: GUR for Dragon Age:
Inquisition
* 24: Julien Huguenin: Running User Tests with Limited Resources and
Experience
* 25: Johan Dorell and Björn Berg Marklund: Starting from Scratch:
Pragmatic and Scalable Guidelines to Impactful Games User Research
* 26: Steven Schirra and Brooke White: Strategies for Understanding and
Researching Mobile Games in Context
* 27: Kathrin Gerling, Conor Linehan and Regan Mandryk: Involving
Players With Special Needs in Games User Research
* 28: Nick Yee and Nicolas Ducheneaut: Gamer Motivation Profiling: Uses
and Applications
* 29: Johanna Pirker: Social Network Analysis in Games User Research
* 30: Ben Lewis-Evans: A short guide to user testing for simulation
sickness in Virtual Reality
* 31: Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke: Front
lines in Games User Research