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Full Description
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.
Contents
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 Brühlmann & 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 Björn 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
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