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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.
Auteur
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.
Résumé
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.
Contenu
Table of Contents
SECTION 1: COGNITION AND PLAYER PSYCHOLOGY
Chapter 1: ERP Correlates of Working Memory Load in Excessive Video Game Players Author(s): Metehan Irak, Can Soylu, Özüm Karya Sakman and Gözem Turan
Chapter 2: Integrate: A Digital Game for Testing Conformity in Decision Making Author(s): Sidan Fan, Sonya I. McCree, Jin H. Kim, and Sercan engün
Chapter 3: Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study Author(s): Metehan Irak, Can Soylu, Ceyda Tümen and Gözem Turan
Chapter 4: 4 Pillars Of Healthy Escapism In Games: Emotion Regulation, Mood Management, Coping And Recovery Author(s): Mehmet Kosa, Ahmet Uysal
Chapter 5: User Experience and Motivation of Professional Video Game Players: A Case Study of E-sports in Turkey Author(s): Orfan Efe Ozenc
SECTION 2: MODELLING AND MEASURING PLAYER EXPERIENCE
Chapter 6: Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach Author(s): Çakr Aker, Kerem Rizvanoglu, Yavuz Inal
Chapter 7: Developing Gaming Instinctual Motivation Scale (GIMS): Item Development and Pre-testing Author(s): Ai Ni Teoh, Divjyot Kaur, Roberto Dillon, Dayana Hristova
Chapter 8: The GEM Game Experience Model Author(s): Tomi bgt Suovuo, Natasha Trygg, Tapani N. Joelsson, Werner Ravyse, Petter Skult, Jouni Smed Chapter 9: Driven, Imaginative, and Casual Gameplay Experiences Author(s): Jukka Vahlo, Aki Koponen
Chapter 10: Physiological Measures in Game User Research Author(s): Ecehan Akan, Mehmet lker Berkman
SECTION 3: GAME DESIGN AND PLAYER EXPERIENCE
Chapter 11: The Ethics of Game Experience Author(s): Sami Hyrynsalm, Kai K. Kimppa, Jouni Smed
Chapter 12: Death and Rebirth in Platformer Games Author(s): Marjorie Ann M. Cuerdo, Edward Melcer
Chapter 13: Player-Centered Design in Role-Playing Game Branching Dialogue Systems Author(s): Leanne Taylor-Giles
Chapter 14: Designing a Cad Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study Author(s): Çetin Tüker, Güven Çatak
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 Author(s): Ysabelle Coutu, Yukie Chang, Wendi Zhang, Sercan engün
Chapter 16: Empathy and Choice in Story Driven Games: A Case Study of Telltale Games Author(s): Barbaros Bostan, Önder Yönet, Vugar Sevdimaliyev
Chapter 17: Gender Representation and Diversity in Contemporary Video Games Author(s): Ertugrul Sungu Chapter 18: A Deadly Game User Experience: The Case of #BlueWhaleChallenge Author(s): Selcen Ozturkcan, Mesut Ozdinc
Chapter 19: Exploring Experiental Spaces in Video Games: Case Studies of Papers Please, Beholder and Mirror's Edge Author(s): Simay Gizem Cavusoglu, Guven Catak
SECTION 5: NEW TECHNOLOGIES AND PLAYER EXPERIENCE
Chapter 20: Immersiveness and Usability in VR: A Comparative Study of Monstrum and Fruit Ninja Author(s): Ysabelle Coutu, Yukie Chang, Wendi Zhang, Sercan engün
Chapter 21: Interactive Storytelling in Extended Reality: Concepts for the Design Author(s): Natasha Skult, Jouni Smed
Chapter 22: Using AR Mechanics and Emergent Narratives to Tell Better Stories Author(s): Matthue Roth