Game Usability (häftad)
Format
Häftad (Paperback / softback)
Språk
Engelska
Antal sidor
438
Utgivningsdatum
2022-03-14
Upplaga
2 ed
Förlag
CRC Press
Medarbetare
Isbister, Katherine (ed.), Hodent, Celia (ed.)
Illustratör/Fotograf
color 23 Halftones 15 Line drawings, color 16 Line drawings, black and white 35 Halftones black
Illustrationer
15 Line drawings, color; 16 Line drawings, black and white; 35 Halftones, color; 23 Halftones, black
Dimensioner
254 x 176 x 26 mm
Vikt
1248 g
Antal komponenter
1
ISBN
9780367619923

Game Usability

Advice from the Experts for Advancing UX Strategy and Practice in Videogames

Häftad,  Engelska, 2022-03-14
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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, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
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Övrig information

Katherine Isbister is Professor of Computational Media at UCSCs 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 Gamers 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

Innehållsförteckning

1. Introduction: Whats 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 Whats Happening and Last Comments.