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Game User Experience and Player-Centered Design

ISBN-13: 9783030376451 / Angielski / Miękka / 2021 / 496 str.

Barbaros Bostan
Game User Experience and Player-Centered Design Barbaros Bostan 9783030376451 Springer - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Game User Experience and Player-Centered Design

ISBN-13: 9783030376451 / Angielski / Miękka / 2021 / 496 str.

Barbaros Bostan
cena 685,93 zł
(netto: 653,27 VAT:  5%)

Najniższa cena z 30 dni: 655,41 zł
Termin realizacji zamówienia:
ok. 22 dni roboczych
Bez gwarancji dostawy przed świętami

Darmowa dostawa!
inne wydania
Kategorie:
Informatyka
Kategorie BISAC:
Computers > User Interfaces
Computers > Interactive & Multimedia
Psychology > Cognitive Psychology & Cognition
Wydawca:
Springer
Seria wydawnicza:
International Computer Entertainment and Media Technology
Język:
Angielski
ISBN-13:
9783030376451
Rok wydania:
2021
Wydanie:
2020
Numer serii:
000904302
Ilość stron:
496
Waga:
0.70 kg
Wymiary:
23.39 x 15.6 x 2.62
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Wydanie ilustrowane

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 Şengün

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): Çakır 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 İlker 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 Şengün

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 Şengün

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

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. 



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.



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