Foreword |
|
xiii | |
Author |
|
xv | |
|
1 Why You Should Care about the Gamer's Brain |
|
|
1 | (8) |
|
1.1 Disclaimer: The "Neuro-Hype" Trap |
|
|
2 | (2) |
|
1.2 What This Book Is about and Who It Is for |
|
|
4 | (5) |
|
Part I Understanding the Brain |
|
|
|
2 Overview about the Brain |
|
|
9 | (10) |
|
|
9 | (3) |
|
2.1.1 "We Only Use 10% of Our Brains" |
|
|
10 | (1) |
|
2.1.2 "Right-Brained People Are More Creative than Left-Brained People" |
|
|
10 | (1) |
|
2.1.3 "Men and Women Have Different Brains" |
|
|
11 | (1) |
|
2.1.4 Learning Styles and Teaching Styles |
|
|
11 | (1) |
|
2.1.5 "Video Games Are Rewiring Your Brain and Digital Natives Are Wired Differently" |
|
|
12 | (1) |
|
|
12 | (3) |
|
2.3 Mental Models and the Player-Centered Approach |
|
|
15 | (1) |
|
2.4 How the Brain Works, in a Nutshell |
|
|
16 | (3) |
|
|
19 | (16) |
|
|
19 | (1) |
|
3.2 Limitations of Human Perception |
|
|
20 | (4) |
|
|
24 | (11) |
|
|
24 | (2) |
|
3.3.2 Playtest Your Game Regularly and Test Your Iconography |
|
|
26 | (1) |
|
3.3.3 Use Gestalt Principles of Perception |
|
|
26 | (5) |
|
|
31 | (1) |
|
3.3.5 Understand Visual Imagery and Mental Rotation |
|
|
32 | (1) |
|
3.3.6 Be Aware of the Weber-Fechner Bias |
|
|
32 | (3) |
|
|
35 | (16) |
|
|
35 | (7) |
|
|
36 | (1) |
|
|
37 | (1) |
|
|
38 | (2) |
|
|
40 | (2) |
|
4.2 Limitations of Human Memory |
|
|
42 | (3) |
|
|
45 | (6) |
|
4.3.1 Spacing Effect and Level Design |
|
|
46 | (2) |
|
|
48 | (3) |
|
|
51 | (8) |
|
|
51 | (1) |
|
5.2 Limitations of Human Attention |
|
|
52 | (3) |
|
|
55 | (4) |
|
|
59 | (14) |
|
6.1 Implicit Motivation and Biological Drives |
|
|
60 | (1) |
|
6.2 Environmental-Shaped Motivation and Learned Drives |
|
|
61 | (4) |
|
6.2.1 Extrinsic Motivation: Of Carrots and Sticks |
|
|
61 | (2) |
|
6.2.2 Continuous and Intermittent Rewards |
|
|
63 | (2) |
|
6.3 Intrinsic Motivation and Cognitive Needs |
|
|
65 | (3) |
|
6.3.1 Undermining Effect of Extrinsic Incentives |
|
|
65 | (1) |
|
6.3.2 Self-Determination Theory |
|
|
66 | (1) |
|
|
67 | (1) |
|
6.4 Personality and Individual Needs |
|
|
68 | (2) |
|
|
70 | (1) |
|
6.6 Quick Note on the Importance of Meaning |
|
|
71 | (2) |
|
|
73 | (10) |
|
7.1 When Emotion Guides Our Cognition |
|
|
75 | (2) |
|
7.1.1 The Influence of the Limbic System |
|
|
75 | (1) |
|
7.1.2 The Somatic Markers Theory |
|
|
76 | (1) |
|
7.2 When Emotion "Tricks" Us |
|
|
77 | (3) |
|
|
80 | (3) |
|
|
83 | (8) |
|
8.1 Behavioral Psychology Principles |
|
|
83 | (3) |
|
8.1.1 Classical Conditioning |
|
|
84 | (1) |
|
8.1.2 Operant Conditioning |
|
|
84 | (2) |
|
8.2 Cognitive Psychology Principles |
|
|
86 | (1) |
|
8.3 Constructivist Principles |
|
|
86 | (1) |
|
8.4 Application to Games: Learning by Doing with Meaning |
|
|
87 | (4) |
|
9 Understanding the Brain: Takeaway |
|
|
91 | (6) |
|
|
92 | (1) |
|
|
93 | (1) |
|
|
93 | (1) |
|
|
93 | (1) |
|
|
94 | (1) |
|
|
94 | (3) |
|
Part II A UX Framework for Video Games |
|
|
|
10 Game User Experience: Overview |
|
|
97 | (12) |
|
10.1 A Short History of UX |
|
|
98 | (2) |
|
10.2 Debunking UX Misconceptions |
|
|
100 | (5) |
|
10.2.1 Misconception 1: UX Will Distort the Design Intents and Make the Game Easier |
|
|
100 | (1) |
|
10.2.2 Misconception 2: UX Will Restrict the Creativity of the Team |
|
|
101 | (2) |
|
10.2.3 Misconception 3: UX Is Yet Another Opinion |
|
|
103 | (1) |
|
10.2.4 Misconception 4: UX Is Just Common Sense |
|
|
104 | (1) |
|
10.2.5 Misconception 5: There Is Not Enough Time or Money to Consider UX |
|
|
104 | (1) |
|
10.3 A Definition of Game UX |
|
|
105 | (4) |
|
|
109 | (26) |
|
11.1 Usability Heuristics in Software and Video Games |
|
|
110 | (5) |
|
11.2 Seven Usability Pillars for Game UX |
|
|
115 | (20) |
|
11.2.1 Signs and Feedback |
|
|
115 | (2) |
|
|
117 | (6) |
|
11.2.3 Form Follows Function |
|
|
123 | (2) |
|
|
125 | (2) |
|
|
127 | (2) |
|
11.2.6 Error Prevention and Error Recovery |
|
|
129 | (2) |
|
|
131 | (4) |
|
|
135 | (38) |
|
12.1 Three Engage-Ability Pillars for Game UX |
|
|
135 | (2) |
|
|
137 | (16) |
|
12.2.1 Intrinsic Motivation: Competence, Autonomy, Relatedness |
|
|
138 | (11) |
|
12.2.2 Extrinsic Motivation, Learned Needs, and Rewards |
|
|
149 | (2) |
|
12.2.3 Individual Needs and Implicit Motives |
|
|
151 | (2) |
|
|
153 | (8) |
|
|
153 | (7) |
|
12.3.2 Discovery, Novelty, and Surprises |
|
|
160 | (1) |
|
|
161 | (12) |
|
12.4.1 Difficulty Curve: Challenge and Pacing |
|
|
163 | (4) |
|
12.4.2 Learning Curve and Onboarding |
|
|
167 | (6) |
|
|
173 | (12) |
|
|
175 | (3) |
|
|
178 | (2) |
|
|
180 | (5) |
|
|
185 | (14) |
|
14.1 The Scientific Method |
|
|
185 | (2) |
|
14.2 User Research Methodologies and Tools |
|
|
187 | (11) |
|
|
190 | (5) |
|
|
195 | (1) |
|
14.2.3 Heuristic Evaluations |
|
|
196 | (1) |
|
14.2.4 Rapid Internal Tests |
|
|
197 | (1) |
|
|
197 | (1) |
|
|
198 | (1) |
|
14.3 Final User Research Tips |
|
|
198 | (1) |
|
|
199 | (10) |
|
15.1 The Wonders and Dangers of Telemetry |
|
|
200 | (4) |
|
15.1.1 Statistical Fallacies and Other Data Limitations |
|
|
200 | (2) |
|
15.1.2 Cognitive Biases and Other Human Limitations |
|
|
202 | (2) |
|
|
204 | (5) |
|
15.2.1 Denning Hypotheses and Exploratory Questions |
|
|
205 | (2) |
|
|
207 | (2) |
|
|
209 | (10) |
|
16.1 UX at the Project Team Level |
|
|
210 | (1) |
|
16.2 UX in the Production Pipeline |
|
|
210 | (3) |
|
|
211 | (1) |
|
|
211 | (2) |
|
|
213 | (1) |
|
|
213 | (1) |
|
|
213 | (1) |
|
16.3 UX at the Studio Level |
|
|
213 | (6) |
|
|
219 | (10) |
|
|
220 | (2) |
|
17.2 Playful Learning (or Game-Based Learning) |
|
|
222 | (3) |
|
17.2.1 Making Educational Games Engaging |
|
|
223 | (1) |
|
17.2.2 Making Game-Based Learning Truly Educational |
|
|
224 | (1) |
|
17.3 "Serious Games" and "Gamification" |
|
|
225 | (1) |
|
17.4 Tips for Students Interested in Game UX |
|
|
226 | (1) |
|
|
227 | (2) |
Acknowledgments |
|
229 | (4) |
References |
|
233 | (12) |
Index |
|
245 | |