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Game User Experience And Player-Centered Design

Barbaros Bostan (Redaktør)

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. Les mer
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Legg i
Vår pris: 1856,-

(Innbundet) Fri frakt!
Leveringstid: Sendes innen 21 dager
På grunn av Brexit-tilpasninger og tiltak for å begrense covid-19 kan det dessverre oppstå forsinket levering.

Om boka

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.

Fakta

Innholdsfortegnelse

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, OEzum Karya Sakman and Goezem 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 Sengun



Chapter 3: Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study Author(s): Metehan Irak, Can Soylu, Ceyda Tumen and Goezem 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): Cakir 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 Ilker 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): Cetin Tuker, Guven Catak







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 Sengun



Chapter 16: Empathy and Choice in Story Driven Games: A Case Study of Telltale Games Author(s): Barbaros Bostan, OEnder Yoenet, 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 Sengun



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

Om forfatteren

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.