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E-raamat: Game Usability: Advice from the Experts for Advancing UX Strategy and Practice in Videogames 2nd edition [Taylor & Francis e-raamat]

Edited by (Epic Games, Cary, North Carolina, USA), Edited by
  • Formaat: 438 pages, 15 Line drawings, color; 16 Line drawings, black and white; 35 Halftones, color; 23 Halftones, black and white; 50 Illustrations, color; 39 Illustrations, black and white
  • Ilmumisaeg: 14-Mar-2022
  • Kirjastus: CRC Press
  • ISBN-13: 9781003109389
  • Taylor & Francis e-raamat
  • Hind: 203,11 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 290,16 €
  • Säästad 30%
  • Formaat: 438 pages, 15 Line drawings, color; 16 Line drawings, black and white; 35 Halftones, color; 23 Halftones, black and white; 50 Illustrations, color; 39 Illustrations, black and white
  • Ilmumisaeg: 14-Mar-2022
  • Kirjastus: CRC Press
  • ISBN-13: 9781003109389
This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively.

The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on:











Accessibility





Mobile Game Usability





Data Science





Virtual and Augmented Reality





Esports

This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
List of Contributors
ix
Chapter 1 Introduction: What's New in This Edition and How to Read This Book
1(6)
Katherine Isbister
Celia Hodent
PART I UX and Usability
Chapter 2 Advancing Game UX Maturity
7(28)
Celia Hodent
Interview: With Anouk Ben-Tchavtchavadze, Senior UX Designer at Riot Games
25(3)
Interview: With Mike Mariano, Senior UX/UI Designer at Roblox
28(2)
Interview: With Laura Taylor, Senior UX Designer, Unity Technologies
30(5)
Chapter 3 Usability and Game Feel
35(30)
Steve Swink
Interview: With Jenova Chen, President and Creative Director for Thatgamecompany
58(7)
PART II Techniques
Chapter 4 Games Research Evolution at Microsoft
65(32)
Randy Pagulayan
Daniel V. Gunn
Deborah Hendersen
Melissa Boone
JJ Guajardo
Jessie Thomas
Dennis Wixon
Chapter 5 Try One Yourself: A Guide to Running a Practice User Study
97(8)
Katherine Isbister
Chapter 6 Heuristic UX Evaluation of Games
105(10)
Noah Schaffer
Chapter 7 Let the Game Tester Do the Talking: Think Aloud and Interviewing to Learn About the Game Experience
115(12)
Settle Hoonhout
Chapter 8 How Bias Affects Games--and What You Can Do About It
127(18)
Melissa Boone
Chapter 9 Working With Game Analysts and Data Scientists
145(16)
Gaelle Arlaut
Chapter 10 Physiological Measures for Game Evaluation
161(30)
Regan Mandryk
Madison Klarkowski
PART III Fitting Into Business Processes
Chapter 11 Integrating UX Practices Into the Production Pipeline
191(24)
Heather Chandler
Interview: With Nana Wallace, Senior Director, User Research at PlayStation (US), and Rob Johnson, User Research Manager at PlayStation (UK)
200(3)
Interview: With Joe Florey, Senior User Researcher at PlayStation (UK)
203(2)
Interview: With Alexandra Perry, Producer at Media Molecule
205(3)
Interview: With Tobi Saulnier, Founder and CEO of 1st Playable Productions
208(7)
PART IV Deeply Understanding Players--Strategies for Inclusion
Chapter 12 Trust and Safety and Fair Play in Video Games: Intentionally Designing Positive Communities
215(24)
Carlos Figueiredo
Chapter 13 Accessibility Then and Now: History, Myths, Considerations, and Tools
239(22)
Ian Hamilton
Chapter 14 Reframing Inclusion: The Case for Allyship
261(50)
Jessica Murrey
Interview: With Tiilay Tetiker McNally, Director of Inclusive Design and Product Development at Electronics Arts
275(5)
Interview: With Trinidad Hermida, Founder & CEO, The Hermida Company LLC and Co-Founder, Mr. Augmented. Former Head of Diversity and Inclusion at Niantic
280(4)
Interview: With Jessica Zammit, UX Researcher at Mighty Kingdom, and Director at Represent Me
284(5)
Interview: With Kishonna Gray, Assistant Professor at the University of Illinois at Chicago
289(4)
Interview: With Nick Yee, Co-Founder of Quantic Foundry
293(6)
Interview: With Roppyaku Tsurumi, Japanese Game Producer and Designer, by Kenji Ono, Game Journalist, IGDA Japan
299(5)
Interview: With Kate Edwards, CEO and Principal Consultant of Geogrify
304(7)
PART V Platform and Context Specific Advice
Chapter 15 Mobile Game Usability: Design and Research
311(28)
Holly Grothues
Andrea Abney
Ryan Boughter
Chapter 16 Designing for "Everyone": The Triumph of Casual Mechanics
339(12)
Nicholas Fortugno
Chapter 17 The Design of Virtual and Augmented Realities
351(26)
Alexandria Heston
Chapter 18 The Esports Experience: Fan, Player, and Beyond
377(36)
Laura Levy
Sven Charleer
Taylor Dale Wright
Interview: With Erin Drake Kajioka, Senior Staff Interaction Designer at Google
400(4)
Interview: With Nicolas Pouard, Vice President, Strategic Innovation Lab, Ubisoft
404(4)
Interview: With Phylissa Li, Principal Design Architect at Roblox
408(5)
PART VI Conclusions
Chapter 19 (Re)Discovering the Rich History of Games User Research: An "Undisciplined" Approach
413(18)
Bridget Hapner
Carly A. Kocurek
Interview: With Yvonne Rogers, Director of UCLIC, University College London
427(4)
Chapter 20 How to Keep Up With What Is Happening and Last Comments
431(2)
Celia Hodent
Katherine Isbister
Index 433
Katherine Isbister is Professor of Computational Media at UCSCs Engineering School, where she directs the Social Emotional Technology Lab https://setlab.ucsc.edu/. Her research team creates interactive experiences at the intersection of HCI and Games/Play to heighten social and emotional connections and wellbeing, with over 100 peer-reviewed publications and games shown at IndieCade (Yamove! and SceneSampler) and other public venues. Her most recent book from MIT Press is How Games Move Us: Emotion by Design, winner of an American Library Association award. Isbister is a Founding Fellow of the Higher Education Video Games Alliance, a recipient of MIT Technology Review's Young Innovator Award, and is an ACM Distinguished Scientist. http://www.katherineinterface.com/

Celia Hodent 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, LucasArts, and as Director of UX at Epic Games (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, and advisor for the GDC UX Summit. She is the author of The Gamers Brain: How Neuroscience and UX can Impact Video Game Design and of The Psychology of Video Games. She currently works as an independent game UX consultant.

Twitter: @CeliaHodent Blog: celiahodent.com