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Game User Experience And Player-Centered Design 2020 ed. [Hardback]

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  • Formāts: Hardback, 496 pages, height x width: 235x155 mm, weight: 922 g, 86 Illustrations, color; 13 Illustrations, black and white; XI, 496 p. 99 illus., 86 illus. in color., 1 Hardback
  • Sērija : International Series on Computer, Entertainment and Media Technology
  • Izdošanas datums: 07-Apr-2020
  • Izdevniecība: Springer Nature Switzerland AG
  • ISBN-10: 3030376427
  • ISBN-13: 9783030376420
  • Hardback
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  • Formāts: Hardback, 496 pages, height x width: 235x155 mm, weight: 922 g, 86 Illustrations, color; 13 Illustrations, black and white; XI, 496 p. 99 illus., 86 illus. in color., 1 Hardback
  • Sērija : International Series on Computer, Entertainment and Media Technology
  • Izdošanas datums: 07-Apr-2020
  • Izdevniecība: Springer Nature Switzerland AG
  • ISBN-10: 3030376427
  • ISBN-13: 9783030376420

This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR.

The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.


Part I Cognition and Player Psychology
1 ERP Correlates of Working Memory Load in Excessive Video Game Players
3(18)
Metehan Irak
Can Soylu
Ozum Karya Sakman
Gozem Turan
2 Integrate: A Digital Game for Testing Conformity in Decision Making
21(22)
Jin H. Kim
Sidan Fan
Sonya I. McCree
Sercan Sengun
3 Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study
43(20)
Metehan Irak
Can Soylu
Ceyda Tumen
Gozem Turan
4 Four Pillars of Healthy Escapism in Games: Emotion Regulation, Mood Management, Coping, and Recovery
63(14)
Mehmet Kosa
Ahmet Uysal
5 User Experience and Motivation of Professional Video Game Players: A Case Study of Esports in Turkey
77(46)
Orhan Efe Ozenc
Part II Modelling and Measuring Player Experience
6 Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach
123(40)
Cakir Aker
Kerem Rizvanoglu
Yavuz Inal
7 Developing Gaming Instinctual Motivation Scale (GIMS): Item Development and Pre-testing
163(20)
Ai Ni Teoh
Divjyot Kaur
Roberto Dillon
Dayana Hristova
8 The Game Experience Model (GEM)
183(24)
Tomi "bgt" Suovuo
Natasha Skult
Tapani N. Joelsson
Petter Skult
Werner Ravyse
Jouni Smed
9 Driven, Imaginative, and Casual Game Experiences
207(24)
Jukka Vahlo
Aki Koponen
10 Physiological Measures in Game User Research
231(22)
Ecehan Akan
Mehmet Ilker Berkman
Part III Game Design and Player Experience
11 The Ethics of Game Experience
253(12)
Sami Hyrynsalmi
Kai K. Kimppa
Jouni Smed
12 Death and Rebirth in Platformer Games
265(30)
Edward F. Melcer
Marjorie Ann M. Cuerdo
13 Player-Centred Design in Role-Playing Game Branching Dialogue Systems
295(32)
Leanne Taylor-Giles
14 Designing a CAD-Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study
327(22)
Cetin Tuker
Guven Catak
Part IV Case Studies of Computer Games
15 The Relationship Between Cohesive Game Design and Player Immersion: A Case Study of Original Versus Reboot Thief
349(12)
Ysabelle Coutu
Yangyuqi Chang
Wendi Zhang
Sercan Sengiin
16 Empathy and Choice in Story Driven Games: A Case Study of Telltale Games
361(18)
Barbaras Bostan
Onder Yonet
Vugar Sevdimaliyev
17 Gender Representation and Diversity in Contemporary Video Games
379(16)
Ertugrul Sungu
18 A Deadly Game User Experience: The Case of #BlueWhaleChallenge
395(14)
Selcen Ozturkcan
Mesut Ozdinc
19 Exploring Experiential Spaces in Video Games: Case Studies of Papers, Please, Beholder, and Mirror's Edge
409(28)
Simay Gizem Cavusoglu
Guven Catak
Part V New Technologies and Player Experience
20 Immersiveness and Usability in VR: A Comparative Study of Monstrum and Fruit Ninja
437(12)
Ysabelle Coutu
Yangyuqi Chang
Wendi Zhang
Sercan Sengun
Ray LC
21 Interactive Storytelling in Extended Reality: Concepts for the Design
449(20)
Natasha Skult
Jouni Smed
22 Using AR Mechanics and Emergent Narratives to Tell Better Stories
469(16)
Matthue Roth
Index 485
Barbaros Bostan is an Associate Professor in the Digital Game Design department at the Bahcesehir University/Turkey. He has a Ph.D. in Information Systems (2007) from Marmara University, an M.B.A. (2003) from Yeditepe University, and a B.S. in Electronics and Communication Engineering (2001) from Istanbul Technical University. He worked as a post-doc researcher at IDM Institute, Games Lab of the National University of Singapore between 2008 and 2010. His research areas include computer games, presence, interactivity, gamer psychology, player motivations and player profiling. Bostan has teaching experience in the areas of game history and analysis, storytelling in games, player psychology, research methods and interactive narrative. He reviews journal articles and book chapters for various journals and publishers, local and international. He was the editor of Gamer Psychology and Behavior book published by Springer. He was also one of the section editors of Encyclopedia of Computer Graphics and Games published by Springer.