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E-grāmata: Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design

4.30/5 (264 ratings by Goodreads)
(Epic Games, Cary, North Carolina, USA)
  • Formāts: 272 pages
  • Izdošanas datums: 10-Aug-2017
  • Izdevniecība: CRC Press Inc
  • Valoda: eng
  • ISBN-13: 9781351650762
  • Formāts - EPUB+DRM
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  • Formāts: 272 pages
  • Izdošanas datums: 10-Aug-2017
  • Izdevniecība: CRC Press Inc
  • Valoda: eng
  • ISBN-13: 9781351650762

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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. Thats why makers of successful video games like Fortnite and Assassins 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 gamers 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.

Recenzijas

"The beauty of this book is that it is two things at the same time:





1. An amazingly complete introduction to psychology, using examples from video games to make the concepts clear and memorable.





2. An amazingly complete introduction to video game design, using psychology to help design more compelling games.

So whether you are a game designer, a player, or someone wishing to understand psychology, this is the book for you."

-Don Norman, Director, the Design Lab at the University of California, San Diego Author of The Design of Everyday Things

"By blending up-to-date brain science with game-relevant UX design principles, this book doesn't just give great tips about how to make better games, it gives designers the mental tools to get better at thinking about games. Read this, and suddenly you'll know what you're talking about."

-Jesse Schell, Game Designer, author of The Art of Game Design

"This book is an invaluable asset for game developers, whether you work in game design, user experience, or programming. With a lucid overview of the current best knowledge from cognitive psychology, Hodent provides guidelines and approaches to improve the game experience for players that are based on actual science."

-Raph Koster, Game Designer, author of A Theory of Fun for Game Design

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)
2.1 Brain and Mind Myths
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)
2.2 Cognitive Biases
12(3)
2.3 Mental Models and the Player-Centered Approach
15(1)
2.4 How the Brain Works, in a Nutshell
16(3)
3 Perception
19(16)
3.1 How Perception Works
19(1)
3.2 Limitations of Human Perception
20(4)
3.3 Application to Games
24(11)
3.3.1 Know Your Audience
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)
3.3.4 Use Affordances
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)
4 Memory
35(16)
4.1 How Memory Works
35(7)
4.1.1 Sensory Memory
36(1)
4.1.2 Short-Term Memory
37(1)
4.1.3 Working Memory
38(2)
4.1.4 Long-Term Memory
40(2)
4.2 Limitations of Human Memory
42(3)
4.3 Application to Games
45(6)
4.3.1 Spacing Effect and Level Design
46(2)
4.3.2 Reminders
48(3)
5 Attention
51(8)
5.1 How Attention Works
51(1)
5.2 Limitations of Human Attention
52(3)
5.3 Application to Games
55(4)
6 Motivation
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)
6.3.3 The Theory of Flow
67(1)
6.4 Personality and Individual Needs
68(2)
6.5 Application to Games
70(1)
6.6 Quick Note on the Importance of Meaning
71(2)
7 Emotion
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)
7.3 Application to Games
80(3)
8 Learning Principles
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)
9.1 Perception
92(1)
9.2 Memory
93(1)
9.3 Attention
93(1)
9.4 Motivation
93(1)
9.5 Emotion
94(1)
9.6 Learning principles
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)
11 Usability
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)
11.2.2 Clarity
117(6)
11.2.3 Form Follows Function
123(2)
11.2.4 Consistency
125(2)
11.2.5 Minimum Workload
127(2)
11.2.6 Error Prevention and Error Recovery
129(2)
11.2.7 Flexibility
131(4)
12 Engage-Ability
135(38)
12.1 Three Engage-Ability Pillars for Game UX
135(2)
12.2 Motivation
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)
12.3 Emotion
153(8)
12.3.1 Game Feel
153(7)
12.3.2 Discovery, Novelty, and Surprises
160(1)
12.4 Game Flow
161(12)
12.4.1 Difficulty Curve: Challenge and Pacing
163(4)
12.4.2 Learning Curve and Onboarding
167(6)
13 Design Thinking
173(12)
13.1 Iterative Cycle
175(3)
13.2 Affordances
178(2)
13.3 Onboarding Plan
180(5)
14 Game User Research
185(14)
14.1 The Scientific Method
185(2)
14.2 User Research Methodologies and Tools
187(11)
14.2.1 UX Tests
190(5)
14.2.2 Surveys
195(1)
14.2.3 Heuristic Evaluations
196(1)
14.2.4 Rapid Internal Tests
197(1)
14.2.5 Personas
197(1)
14.2.6 Analytics
198(1)
14.3 Final User Research Tips
198(1)
15 Game Analytics
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)
15.2 UX and Analytics
204(5)
15.2.1 Denning Hypotheses and Exploratory Questions
205(2)
15.2.2 Defining Metrics
207(2)
16 UX Strategy
209(10)
16.1 UX at the Project Team Level
210(1)
16.2 UX in the Production Pipeline
210(3)
16.2.1 Conception
211(1)
16.2.2 Preproduction
211(2)
16.2.3 Production
213(1)
16.2.4 Alpha
213(1)
16.2.5 Beta/Live
213(1)
16.3 UX at the Studio Level
213(6)
17 Concluding Remarks
219(10)
17.1 Key Takeaways
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)
17.5 Parting Words
227(2)
Acknowledgments 229(4)
References 233(12)
Index 245
Celia Hodent is recognized as a leader in the application of user experience (UX) and cognitive science in the game industry. Celia holds a PhD in psychology and has over ten years of experience in the development of UX strategy and processes in video game studios. Through her work at Ubisoft (e.g. Rainbow Six franchise), LucasArts (e.g. Star Wars: 1313), and as Director of UX at Epic Games (e.g. Fortnite), she has contributed to many projects across multiple platforms, from PC to consoles, mobile, and VR. Celia is also the founder of the Game UX Summit, advisor for the GDC UX Summit, and author of The Gamers Brain: How Neuroscience and UX can Impact Video Game Design. She currently works as a freelance Game UX Consultant, helping studios increase their games likeliness of being engaging and successful.