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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.
Key Features: This work aims to be the most approachable book about
UX. Many books on the topic are highly specialized and are not easy
to read for people who just want to understand it better. This book
is easy to read and aims to popularize the UX mindset while
debunking its main misconceptions. Small format size makes it easy
to carry around. Includes content relatable and meaningful to the
readers by taking many examples from everyday life with a
conversational and light writing style. It tackles the psychology,
design, research, process, strategy, and ethics behind offering the
best experience with products, systems, or services. Includes a
glossary.
What impact can video games have on us as players? How does
psychology influence video game creation? Why do some games become
cultural phenomena? The Psychology of Video Games introduces the
curious reader to the relationship between psychology and video
games from the perspective of both game makers and players.
Assuming no specialist knowledge, this concise, approachable guide
is a starter book for anyone intrigued by what makes video games
engaging and what is their psychological impact on gamers. It
digests the research exploring the benefits gaming can have on
players in relation to education and healthcare, considers the
concerns over potential negative impacts such as pathological
gaming, and concludes with some ethics considerations. With gaming
being one of the most popular forms of entertainment today, The
Psychology of Video Games shows the importance of understanding the
human brain and its mental processes to foster ethical and
inclusive video games.
Key Features: This work aims to be the most approachable book about
UX. Many books on the topic are highly specialized and are not easy
to read for people who just want to understand it better. This book
is easy to read and aims to popularize the UX mindset while
debunking its main misconceptions. Small format size makes it easy
to carry around. Includes content relatable and meaningful to the
readers by taking many examples from everyday life with a
conversational and light writing style. It tackles the psychology,
design, research, process, strategy, and ethics behind offering the
best experience with products, systems, or services. Includes a
glossary.
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.
What impact can video games have on us as players? How does
psychology influence video game creation? Why do some games become
cultural phenomena? The Psychology of Video Games introduces the
curious reader to the relationship between psychology and video
games from the perspective of both game makers and players.
Assuming no specialist knowledge, this concise, approachable guide
is a starter book for anyone intrigued by what makes video games
engaging and what is their psychological impact on gamers. It
digests the research exploring the benefits gaming can have on
players in relation to education and healthcare, considers the
concerns over potential negative impacts such as pathological
gaming, and concludes with some ethics considerations. With gaming
being one of the most popular forms of entertainment today, The
Psychology of Video Games shows the importance of understanding the
human brain and its mental processes to foster ethical and
inclusive video games.
Making a successful video game is hard. Even games that are
well-received at launch may fail to engage players in the long term
due to issues with the user experience (UX) that they are
delivering. That's why makers of successful video games like
Fortnite and Assassin's Creed invest both time and money perfecting
their UX strategy. These top video game creators know that a bad
user experience can ruin the prospects for any game, regardless of
its budget, scope, or ambition. The game UX accounts for the whole
experience players have with a video game, from first hearing about
it to navigating menus and progressing in the game. UX as a
discipline offers guidelines to assist developers in creating the
optimal experience they want to deliver, including shipping higher
quality games (whether indie, triple-A or "serious" games) and
meeting business goals -- all while staying true to design vision
and artistic intent. At its core, UX is about understanding the
gamer's brain: understanding human capabilities and limitations to
anticipate how a game will be perceived, the emotions it will
elicit, how players will interact with it, and how engaging the
experience will be. This book is designed to equip readers of all
levels, from student to professional, with cognitive science
knowledge and user experience guidelines and methodologies. These
insights will help readers identify the ingredients for successful
and engaging video games, empowering them to develop their own
unique game recipe more efficiently, while providing a better
experience for their audience. "The Gamer's Brain: How Neuroscience
and UX Can Impact Video Game Design" Is written by Celia Hodent --
a UX expert with a PhD in psychology who has been working in the
entertainment industry for over 10 years, including at prominent
companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.
Major themes explored in this book: Provides an overview of how the
brain learns and processes information by distilling research
findings from cognitive science and psychology research in a very
accessible way. Topics covered include: "neuromyths", perception,
memory, attention, motivation, emotion, and learning. Includes
numerous examples from released games of how scientific knowledge
translates into game design, and how to use a UX framework in game
development. Describes how UX can guide developers to improve the
usability and the level of engagement a game provides to its target
audience by using cognitive psychology knowledge, implementing
human-computer interaction principles, and applying the scientific
method (user research). Provides a practical definition of UX
specifically applied to games, with a unique framework. Defines the
most relevant pillars for good usability (ease of use) and good
"engage-ability" (the ability of the game to be fun and engaging),
translated into a practical checklist. Covers design thinking, game
user research, game analytics, and UX strategy at both a project
and studio level. This book is a practical tool that any
professional game developer or student can use right away and
includes the most complete overview of UX in games existing today.
Making a successful video game is hard. Even games that are
well-received at launch may fail to engage players in the long term
due to issues with the user experience (UX) that they are
delivering. That's why makers of successful video games like
Fortnite and Assassin's Creed invest both time and money perfecting
their UX strategy. These top video game creators know that a bad
user experience can ruin the prospects for any game, regardless of
its budget, scope, or ambition. The game UX accounts for the whole
experience players have with a video game, from first hearing about
it to navigating menus and progressing in the game. UX as a
discipline offers guidelines to assist developers in creating the
optimal experience they want to deliver, including shipping higher
quality games (whether indie, triple-A or "serious" games) and
meeting business goals -- all while staying true to design vision
and artistic intent. At its core, UX is about understanding the
gamer's brain: understanding human capabilities and limitations to
anticipate how a game will be perceived, the emotions it will
elicit, how players will interact with it, and how engaging the
experience will be. This book is designed to equip readers of all
levels, from student to professional, with cognitive science
knowledge and user experience guidelines and methodologies. These
insights will help readers identify the ingredients for successful
and engaging video games, empowering them to develop their own
unique game recipe more efficiently, while providing a better
experience for their audience. "The Gamer's Brain: How Neuroscience
and UX Can Impact Video Game Design" Is written by Celia Hodent --
a UX expert with a PhD in psychology who has been working in the
entertainment industry for over 10 years, including at prominent
companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.
Major themes explored in this book: Provides an overview of how the
brain learns and processes information by distilling research
findings from cognitive science and psychology research in a very
accessible way. Topics covered include: "neuromyths", perception,
memory, attention, motivation, emotion, and learning. Includes
numerous examples from released games of how scientific knowledge
translates into game design, and how to use a UX framework in game
development. Describes how UX can guide developers to improve the
usability and the level of engagement a game provides to its target
audience by using cognitive psychology knowledge, implementing
human-computer interaction principles, and applying the scientific
method (user research). Provides a practical definition of UX
specifically applied to games, with a unique framework. Defines the
most relevant pillars for good usability (ease of use) and good
"engage-ability" (the ability of the game to be fun and engaging),
translated into a practical checklist. Covers design thinking, game
user research, game analytics, and UX strategy at both a project
and studio level. This book is a practical tool that any
professional game developer or student can use right away and
includes the most complete overview of UX in games existing today.
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