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| 008 | 200325s2018 enka b 001 0 eng d | |
| 010 | ▼a 2017958357 | |
| 020 | ▼a 0198794843 | |
| 020 | ▼a 9780198794844 | |
| 035 | ▼a (KERIS)REF000018768412 | |
| 040 | ▼a YDX ▼b eng ▼c YDX ▼e rda ▼d SINLB ▼d CUI ▼d NTD ▼d GSU ▼d SOI ▼d DLC ▼d 211009 | |
| 050 | 0 0 | ▼a GV1469.17.D48 ▼b G36 2018 |
| 082 | 0 4 | ▼a 006.3/12 ▼2 23 |
| 084 | ▼a 006.312 ▼2 DDCK | |
| 090 | ▼a 006.312 ▼b G192 | |
| 245 | 0 0 | ▼a Games user research / ▼c edited by Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke. |
| 250 | ▼a First edition. | |
| 260 | ▼a Oxford, UK ; ▼a New York : ▼b Oxford University Press, ▼c c2018. | |
| 300 | ▼a xxiv, 524 p. : ▼b col. ill. ; ▼c 24 cm. | |
| 504 | ▼a Includes bibliographical references and index. | |
| 505 | 0 | ▼a Introduction to Games User Research / Anders Drachen, Pejman Mirza-Babaei and Lennart E. Nacke -- Games User Research as part of the development process in the game industry: challenges and best practices / Veronica Zammitto -- It is all about process / David Tisserand -- Post-launch in Games User Research / Ian Livingston -- User experience maturity levels: evaluating and improving Games User Research practices / Graham McAllister -- Designing a Games User Research lab from scratch / Sebastian Long -- An overview of GUR methods / Michael C. Medlock -- A framework for player research / Graham McAllister and Sebastian Long -- Surveys in Games User Research / Florian Brühlmann and Elisa Mekler -- Interviewing players / Steve Bromley -- Observing the player experience: the art and craft of observing and documenting Games User Research / Mirweis Sangin -- The think-aloud protocol / Tom Knoll -- The Rapid Iterative Test and Evaluation Method (RITE) / Michael C. Medlock -- Heuristics uncovered for Games User Researchers and game designers / Heather Desruvire and Dennis Wixon -- Heuristic evaluation of playability: examples from social games research and free-to-play heuristics / Janne Paavilainen, Hannu Korhonen, Elina Koskinen, and Kati Alha -- Introduction to Biometric Measures for Games User Research / Lennart E. Nacke -- Developing actionable biometric insights for production teams: case studies and key learnings / Pierre Chalfoun and Jonathan Dankoff -- Reporting user research findings to the development team / Pejman Mirza-Babaei -- Game Analytics for Games User Research / Anders Drachen and Shawn Connor -- Punching above your weight: how small studios can leverage data for un unfair advantage / Lysiane Charest -- Affordable and data-driven user research for indie studios / Pejman Mirza-Babaei and Thomas Galati -- 'Play as if you were at home': dealing with biases and test validity / Guillaume Louvel -- Dissecting the dragon: GUR for Dragon Age: Inquisition / James Berg -- Running user tests with limited resources and experience / Julien Huguenin -- Starting from scratch: pragmatic and scalable guidelines to impactful Games User Research / Johan Dorell and Björn Berg Marklund -- Strategies for understanding and researching mobile games in context / Steven Schirra and Brooke White -- Involving players with special needs in Games User Research / Kathrin Gerling, Conor Linehan, and Regan Mandryk -- Gamer motivation profiling: uses and application / Nick Yee and Nicolas Ducheneaut -- Social Network Analysis in Games User Research / Johanna Pirker -- A short guide to user testing for simulation sickness in Virtual Reality / Ben Lewis-Evans -- Frontlines in Games User Research / Anders Drachen, Pejman Mirza-Babaei, and Lennart E. Nacke. |
| 520 | ▼a "Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field."--Back cover | |
| 650 | 0 | ▼a Video gamers ▼x Research. |
| 650 | 0 | ▼a Video games ▼x Design. |
| 650 | 0 | ▼a User interfaces (Computer systems) ▼x Design. |
| 700 | 1 | ▼a Drachen, Anders. |
| 700 | 1 | ▼a Mirza-Babaei, Pejman. |
| 700 | 1 | ▼a Nacke, Lennart E.. |
| 945 | ▼a KLPA |
소장정보
| No. | 소장처 | 청구기호 | 등록번호 | 도서상태 | 반납예정일 | 예약 | 서비스 |
|---|---|---|---|---|---|---|---|
| No. 1 | 소장처 중앙도서관/서고6층/ | 청구기호 006.312 G192 | 등록번호 111826691 | 도서상태 대출가능 | 반납예정일 | 예약 | 서비스 |
컨텐츠정보
책소개
Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field.
Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX.
This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX.
Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In
this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.
정보제공 :
목차
1: Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke: Introduction to Games User Research 2: Veronica Zammitto: Games User Research as part of the Development Process in the Game Industry: Challenges and Best Practices 3: David Tisserand: It''s All About Process 4: Ian Livingston: Post-launch in Game User Research 5: Graham McAllister: User experience maturity levels: Evaluating and improving Game User Research practices 6: Sebastian Long: Designing A Games User Research Lab From Scratch 7: Michael C. Medlock: An Overview of GUR Methods 8: Graham McAllister and Sebastian Long: A Framework for Player Research 9: Florian Bruhlmann & Elisa D. Mekler: Surveys in Games User Research 10: Steve Bromley: Interviewing Players 11: Mirweis Sangin: Observing the Player Experience 12: Tom Knoll: The Think Aloud Protocol 13: Michael C. Medlock: The Rapid Iterative Test and Evaluation Method (RITE) 14: Heather Desurvire and Dennis Wixon: Heuristic Uncovered for Game User Researchers and Game Designers 15: Janne Paavilainen: Heuristic Evaluation of Playability: Examples from Social Games Research and Free-to-Play Heuristics 16: Lennart Nacke: Introduction to Biometrics Measures for Game User Research 17: Pierre Chalfoun, Jonathan Dankoff: Developing actionable biometric insights for production teams: case studies and key learnings 18: Pejman Mirza-Babaei: Reporting User Research Findings to the Development Team 19: Anders Drachen and Shawn Connor: Game Analytics for Game User Research 20: Lysiane Charest: Punching Above Your Weight: How small studios can leverage data for an unfair advantage 21: Pejman Mirza-Babaei and Thomas Galati: Affordable and Data-Driven User Research for Indie Studios 22: Guillaume Louvel: Play as if you were home 23: James Berg: Dissecting the Dragon: GUR for Dragon Age: Inquisition 24: Julien Huguenin: Running User Tests with Limited Resources and Experience 25: Johan Dorell and Bjoern Berg Marklund: Starting from Scratch: Pragmatic and Scalable Guidelines to Impactful Games User Research 26: Steven Schirra and Brooke White: Strategies for Understanding and Researching Mobile Games in Context 27: Kathrin Gerling, Conor Linehan and Regan Mandryk: Involving Players With Special Needs in Games User Research 28: Nick Yee and Nicolas Ducheneaut: Gamer Motivation Profiling: Uses and Applications 29: Johanna Pirker: Social Network Analysis in Games User Research 30: Ben Lewis-Evans: A short guide to user testing for simulation sickness in Virtual Reality 31: Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke: Front lines in Games User Research
