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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.
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.
Games are poised for a major evolution, driven by growth in
technical sophistication and audience reach. Characters that create
powerful social and emotional connections with players throughout
the game-play itself (not just in cut scenes) will be essential to
next-generation games. However, the principles of sophisticated
character design and interaction are not widely understood within
the game development community. Further complicating the situation
are powerful gender and cultural issues that can influence
perception of characters. Katherine Isbister has spent the last 10
years examining what makes interactions with computer characters
useful and engaging to different audiences. This work has revealed
that the key to good design is leveraging player psychology:
understanding what's memorable, exciting, and useful to a person
about real-life social interactions, and applying those insights to
character design. Game designers who create great characters often
make use of these psychological principles without realizing it.
Better Game Characters by Design gives game design professionals
and other interactive media designers a framework for understanding
how social roles and perceptions affect players' reactions to
characters, helping produce stronger designs and better results.
Games are poised for a major evolution, driven by growth in
technical sophistication and audience reach. Characters that create
powerful social and emotional connections with players throughout
the game-play itself (not just in cut scenes) will be essential to
next-generation games. However, the principles of sophisticated
character design and interaction are not widely understood within
the game development community. Further complicating the situation
are powerful gender and cultural issues that can influence
perception of characters. Katherine Isbister has spent the last 10
years examining what makes interactions with computer characters
useful and engaging to different audiences. This work has revealed
that the key to good design is leveraging player psychology:
understanding what's memorable, exciting, and useful to a person
about real-life social interactions, and applying those insights to
character design. Game designers who create great characters often
make use of these psychological principles without realizing it.
Better Game Characters by Design gives game design professionals
and other interactive media designers a framework for understanding
how social roles and perceptions affect players' reactions to
characters, helping produce stronger designs and better results.
On the way towards the Information Society, global networks such as the Internet, together with mobile computing, have made wide-area computing over virtual communities a reality. Digital city projects, with the goal of building platforms to support community networking, are going on worldwide. This is the first book devoted to digital cities. It is based on an international symposium held in Kyoto, Japan, in September 1999. The 34 revised full papers presented were carefully selected for inclusion in the book; they reflect the state of the art in this exciting new field of interdisciplinary research and development. The book is divided into parts on design and analysis, digital city experiments, community network experiments, applications, visualization technologies, mobile technologies, and social interaction and communityware.
An engaging examination of how video game design can create strong,
positive emotional experiences for players, with examples from
popular, indie, and art games. This is a renaissance moment for
video games-in the variety of genres they represent, and the range
of emotional territory they cover. But how do games create emotion?
In How Games Move Us, Katherine Isbister takes the reader on a
timely and novel exploration of the design techniques that evoke
strong emotions for players. She counters arguments that games are
creating a generation of isolated, emotionally numb, antisocial
loners. Games, Isbister shows us, can actually play a powerful role
in creating empathy and other strong, positive emotional
experiences; they reveal these qualities over time, through the act
of playing. She offers a nuanced, systematic examination of exactly
how games can influence emotion and social connection, with
examples-drawn from popular, indie, and art games-that unpack the
gamer's experience. Isbister describes choice and flow, two
qualities that distinguish games from other media, and explains how
game developers build upon these qualities using avatars,
non-player characters, and character customization, in both solo
and social play. She shows how designers use physical movement to
enhance players' emotional experience, and examines long-distance
networked play. She illustrates the use of these design methods
with examples that range from Sony's Little Big Planet to the
much-praised indie game Journey to art games like Brenda Romero's
Train. Isbister's analysis shows us a new way to think about games,
helping us appreciate them as an innovative and powerful medium for
doing what film, literature, and other creative media do: helping
us to understand ourselves and what it means to be human.
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