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Evaluating User Experience in Games
Buch
Buch
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Fachbuch
2010

Evaluating User Experience in Games

Concepts and Methods

ISBN
EAN
978-1-84882-962-6
9781848829626
Artikel-Nr.
8WV243Z
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3
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Rabatt
-12.3
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CHF 179.00
CHF
157.04
Anzahl
1
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Lieferzeit
5
Arbeitstage
Montag
04.10.2021
speech-bubble-svg Beschreibung
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.
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Stichwörter
Design
Interaction
human-computer interaction (HCI)
usability
user experience
user experience (UX)
Zielgruppe
Research
Inhaltsverzeichnis
Part I. Introduction to Evaluation of UX 1. User Experience Evaluation in Entertainment Regina Bernhaupt Part II. Frameworks and Methods 2. Enabling Social Play: A Framework for Design and Evaluation Katherine Isbister 3. Prescence, Involvement and Flow in Digital Games Jari Takatalo, Jukka Häkkinen, Miikka Lehtonen, Jyrki Kaistinen and Göte Nyman 4. Assessing the Core Element of the Gaming Experience Eduardo H Calvillo-Gámez, Paul Cairns and Anna L Cox 5. The Life and Tools of a Game Designer Emily Brown 6. Investigating Experiences and Attitutdes Towards Videogames using a Semantic Differential Methodology Philippe Lemay and Martin Maheux Lessard 7. Video Game Development and User Experience Graham McAllister and Gareth R White Part III. User Experience - Decomposed 8. User Experience Design for Inexperienced Gamers: GAP - Game Approachability Principles Heather Desurvire and Charlotte Wiberg 9. Digital Games, the Aftermath: Qualitative Insights into Post Game Experiences Karolien Poels, Wijnand IJsselsteijn, Yvonne de Kort and Bart Van Iersel 10. Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in Contexts Michael Lankes, Regina Bernhaupt and Manfred Tscheligi Part IV. User Experience - Evaluating Special Aspects of Games 11. Evaluating Exertion Games Floyd Mueller and Nadia Bianchi-Berthouze 12. Beyond the Gamepad: HCI and Game Controller Design and Evaluation Michael Brown, Aidan Kehoe, Jurek Kirakowski and Ian Pitt 13. Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games Christina Koeffel, Wolfgang Hochleitner, Jakob Leitner, Michael Haller, Arjan Geven and Manfred Tscheligi
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From the reviews:

“The book promises to address the evaluation of user experience, it provides little in terms of actual analysis and more in terms of anecdotes of data collection efforts for various specific games. … provides a broad overview of the practice of gathering user experience data for computer-based games. … The current volume is appropriate for a course that introduces the concepts of collecting user feedback in a traditional HCI and game development setting.” (Thom McLean, ACM Computing Reviews, December, 2010)
Publikation
Grossbritannien
19.05.2010
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Sprache
Englisch
book-svg Format
Hardcover
277 Seiten
24.1 cm
(Höhe)
16.6 cm
(Breite)
2.8 cm
(Tiefe)
576 g
(Gewicht)
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