000 | 05171nam a22005775i 4500 | ||
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001 | 978-3-030-37643-7 | ||
003 | DE-He213 | ||
005 | 20240423125032.0 | ||
007 | cr nn 008mamaa | ||
008 | 200406s2020 sz | s |||| 0|eng d | ||
020 |
_a9783030376437 _9978-3-030-37643-7 |
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024 | 7 |
_a10.1007/978-3-030-37643-7 _2doi |
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050 | 4 | _aQA76.9.U83 | |
050 | 4 | _aQA76.9.H85 | |
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_a005.437 _223 |
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_a004.019 _223 |
245 | 1 | 0 |
_aGame User Experience And Player-Centered Design _h[electronic resource] / _cedited by Barbaros Bostan. |
250 | _a1st ed. 2020. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2020. |
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300 |
_aXI, 496 p. 99 illus., 86 illus. in color. _bonline resource. |
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_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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490 | 1 |
_aInternational Series on Computer, Entertainment and Media Technology, _x2364-9488 |
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505 | 0 | _aSection 1: Cognition and Player Psychology -- Chapter 1: ERP Correlates of Working Memory Load in Excessive Video Game Players -- Chapter 2: Integrate: A Digital Game for Testing Conformity in Decision Making -- Chapter 3: Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study -- Chapter 4: 4 Pillars Of Healthy Escapism In Games: Emotion Regulation, Mood Management, Coping And Recovery -- Chapter 5: User Experience and Motivation of Professional Video Game Players: A Case Study of E-sports in Turkey -- Section 2: Modelling and measuring Player Experience -- Chapter 6: Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach -- Chapter 7: Developing Gaming Instinctual Motivation Scale (GIMS): Item Development and Pre-testing -- Chapter 8: The GEM Game Experience Model -- Chapter 9: Driven, Imaginative, and Casual Gameplay Experiences -- Chapter 10: Physiological Measures in Game User Research -- Section 3: Game Design and Player Experience -- Chapter 11: The Ethics of Game Experience -- Chapter 12: Death and Rebirth in Platformer Games -- Chapter 13: Player-Centered Design in Role-Playing Game Branching Dialogue Systems -- Chapter 14: Designing a Cad Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study -- 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 -- Chapter 16: Empathy and Choice in Story Driven Games: A Case Study of Telltale Games -- Chapter 17: Gender Representation and Diversity in Contemporary Video Games -- Chapter 18: A Deadly Game User Experience: The Case of #BlueWhaleChallenge -- Chapter 19: Exploring Experiental Spaces in Video Games: Case Studies of Papers Please, Beholder and Mirror's Edge -- Section 5: New Technologies and Player Experience -- Chapter 20: Immersiveness andUsability in VR: A Comparative Study of Monstrum and Fruit Ninja -- Chapter 21: Interactive Storytelling in Extended Reality: Concepts for the Design -- Chapter 22: Using AR Mechanics and Emergent Narratives to Tell Better Stories. | |
520 | _aThis 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. | ||
650 | 0 | _aUser interfaces (Computer systems). | |
650 | 0 | _aHuman-computer interaction. | |
650 | 0 | _aMultimedia systems. | |
650 | 0 | _aCognitive psychology. | |
650 | 1 | 4 | _aUser Interfaces and Human Computer Interaction. |
650 | 2 | 4 | _aMultimedia Information Systems. |
650 | 2 | 4 | _aCognitive Psychology. |
700 | 1 |
_aBostan, Barbaros. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783030376420 |
776 | 0 | 8 |
_iPrinted edition: _z9783030376444 |
776 | 0 | 8 |
_iPrinted edition: _z9783030376451 |
830 | 0 |
_aInternational Series on Computer, Entertainment and Media Technology, _x2364-9488 |
|
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-030-37643-7 |
912 | _aZDB-2-SCS | ||
912 | _aZDB-2-SXCS | ||
942 | _cSPRINGER | ||
999 |
_c173485 _d173485 |