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E-grāmata: Better Game Characters by Design: A Psychological Approach [Taylor & Francis e-book]

  • Formāts: 364 pages
  • Izdošanas datums: 31-Jul-2018
  • Izdevniecība: CRC Press
  • ISBN-13: 9780367807641
Citas grāmatas par šo tēmu:
  • Taylor & Francis e-book
  • Cena: 244,57 €*
  • * this price gives unlimited concurrent access for unlimited time
  • Standarta cena: 349,39 €
  • Ietaupiet 30%
  • Formāts: 364 pages
  • Izdošanas datums: 31-Jul-2018
  • Izdevniecība: CRC Press
  • ISBN-13: 9780367807641
Citas grāmatas par šo tēmu:
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.
About the Author ix
Foreword xvii
Preface xix
About the DVD-ROM xxv
I First Impressions
What Is Covered and Why
1(1)
Who Will Find Part I Most Useful
1(1)
Overview of Key Concepts
1(3)
Take-Aways from Part I
4(1)
1 Social Surface
1.1 What Is Covered and Why
5(1)
1.2 The Psychological Principles
5(11)
1.3 Design Pointers
16(1)
1.4 Interview: Gonzalo Frasca
17(4)
1.5 Summary and What Is Next
21(1)
1.6 Exercises
21(1)
1.7 Further Reading
21(2)
2 Practical Questions-Dominance, Friendliness, and Personality
2.1 What Is Covered and Why
23(1)
2.2 The Psychological Principles
24(13)
2.3 Design Pointers
37(2)
2.4 Summary and What Is Next
39(1)
2.5 Exercises
39(1)
2.6 Further Reading
40(1)
II Focus on the Player
What Is Covered and Why
41(1)
Who Will Find Part II Most Useful
42(1)
Overview of Key Concepts
42(4)
Take-Aways from Part II
46(1)
3 Culture
3.1 What Is Covered and Why
47(1)
3.2 The Psychological Principles
47(13)
3.3 Design Pointers
60(2)
3.4 Interview: Ryoichi Hasegawa and Roppyaku Tsurumi of Sony
62(38)
3.5 Interview: W. Lewis Johnson
100(3)
3.6 Summary and What Is Next
103(1)
3.7 Exercises
104(1)
3.8 Further Reading
104(3)
4 Gender
4.1 What Is Covered and Why
107(1)
4.2 The Psychological Principles
108(12)
4.3 Design Pointers
120(1)
4.4 Interviews with Gamers-Personal Perspectives
121(10)
4.5 Summary and What Is Next
131(1)
4.6 Exercises
132(1)
4.7 Further Reading
132(1)
4.8 Acknowledgments
133(2)
III Using a Character's Social Equipment
What Is Covered and Why
135(1)
Who Will Find Part III Most Useful
136(1)
Overview of Key Concepts
136(6)
Take-Aways from Part III
142(1)
5 The Face
5.1 What Is Covered and Why
143(1)
5.2 The Psychological Principles
143(12)
5.3 Design Pointers
155(3)
5.4 Summary and What Is Next
158(1)
5.5 Exercise:Contagious Emotions
158(1)
5.6 Further Reading
159(2)
6 The Body
6.1 What Is Covered and Why
161(1)
6.2 The Psychological Principles
161(14)
6.3 Design Pointers
175(1)
6.4 Interview: Chuck Clanton
176(5)
6.5 Summary and What Is Next
181(1)
6.6 Exercise: Social Bodies
181(1)
6.7 Further Reading
181(2)
7 The Voice
7.1 What Is Covered and Why
183(1)
7.2 The Psychological Principles
183(8)
7.3 Design Pointers
191(2)
7.4 Future Directions-Emotion Detection
193(1)
7.5 Interview: MIT Media Lab's Zeynep Inanoglu and Ron Caneel
193(2)
7.6 Summary and What Is Next
195(1)
7.7 Exercise: Developing a Social "Ear"
195(1)
7.8 Further Reading
195(2)
7.9 Answers to Exercises
197(2)
IV Characters in Action
What Is Covered and Why
199(1)
Who Will Find Part IV Most Useful
199(1)
Overview of Key Concepts
199(2)
Take-Aways from Part IV
201(2)
8 Player-Characters
8.1 What Is Covered and Why
203(1)
8.2 The Psychological Principles
203(13)
8.3 Design Pointers
216(2)
8.4 Interview: Marc Laidlaw
218(4)
8.5 Summary and What Is Next
222(1)
8.6 Exercises
222(1)
8.7 Further Reading
223(1)
8.8 Acknowledgments
223(2)
9 Nonplayer-Characters
9.1 What Is Covered and Why
225(1)
9.2 The Psychological Principles
225(3)
9.3 Dimensions of Social Roles and NPCs
228(1)
9.4 Common Social Roles in Games
229(21)
9.5 Design Guidelines
250(1)
9.6 Summary and What Is Next
251(1)
9.7 Exercises
251(1)
9.8 Further Reading
252(1)
V Putting It All Together
What Is Covered and Why
253(1)
Who Will Find Part V Most Useful
253(1)
Overview of Key Concepts
253(1)
Take-Aways from Part V
254(1)
10 Process
10.1 What Is Covered and Why
255(1)
10.2 Arguments for Bringing a Social-Psychological Approach to Game Development
255(1)
10.3 The Development Time Line
256(1)
10.4 Building in the Social-Psychological Approach
257(4)
10.5 Interview: Tim Schafer
261(4)
10.6 Summary and What Is Next
265(1)
10.7 Exercise:Sequel Planning
265(1)
10.8 Further Reading
265(2)
11 Evaluation
11.1 What Is Covered and Why
267(1)
11.2 The Psychological Principles
267(2)
11.3 Current Evaluation Practice in Game Design: Market Research and Play Testing
269(2)
11.4 Taking Design to the Next Level with Preproduction Evaluation
271(3)
11.5 A Note on Postproduction Evaluation
274(1)
11.6 Evaluation Checklist
274(1)
11.7 Games Usability Perspectives
275(1)
11.8 Interview: Randy Pagulayan
276(3)
11.9 Interview: Nicole Lazzaro
279(4)
11.10 Affective Sensing:An Evaluation Method for the Future?
283(1)
11.11 Summary
283(1)
11.12 Exercises
284(1)
11.13 Further Reading
284(3)
Appendix: Summaries of Games Discussed 287(42)
Index 329
Associate Professor, Department of Language, Literature and Communication, RPI; Director of the Games Research Lab, RPI; Chair of the MS in HCI Program, RPI. Katherine is Director of the Games Research Lab at Rensselaer (RPI), where she has worked to build an undergraduate major in game design, as well as a robust program of games-related research. She is also the Chair of the MS in HCI at RPI, which she helped to redesign to address current challenges facing HCI practitioners, such as the design of games and other social and leisure applications. Katherine is a former MK Game author, having written: Better Game Characters by Design: A Psychological Approach, which was nominated for a Game Developer Magazine Front Line award in 2006. She has published work in a wide variety of venues, and has given invited talks at research and academic venues including Sony research labs in Japan, Banff Centre in Canada, IBM, the Royal Institute of Technology in Stockholm, and others. The Games Research Lab at RPI has cutting-edge facilities for user studies, and Isbister has used the lab to research innovative methods in user testing (e.g. the Sensual Evaluation Instrument - a project nominated for Best Paper award at the CHI conference in 2006). Isbister has worked in both research and commercial settings on HCI and usability aspects of games and other products. This background, combined with strong connections to game industry practitioners, makes her well suited to put together an edited volume on games usability that is both rigorous and useful to developers in their everyday work.