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El. knyga: Research Methods and Project Management in Games

  • Formatas: EPUB+DRM
  • Išleidimo metai: 01-May-2026
  • Leidėjas: CRC Press
  • Kalba: eng
  • ISBN-13: 9781040690734
Kitos knygos pagal šią temą:
  • Formatas: EPUB+DRM
  • Išleidimo metai: 01-May-2026
  • Leidėjas: CRC Press
  • Kalba: eng
  • ISBN-13: 9781040690734
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This interdisciplinary guide is designed to equip aspiring and professional practitioners across game development and related creative fields with the essential research knowledge and skills to excel. It offers practical tools for conducting effective interdisciplinary research and managing projects across diverse domains of game creation.



This is an interdisciplinary guide designed to equip aspiring and professional practitioners across game development and related creative fields with the essential research knowledge and skills to excel. It offers artists, designers, technologists, programmers and researchers practical tools for conducting effective interdisciplinary research and managing research projects across diverse domains of game creation. Emphasising structured mixed-method research methodologies and strategic project management, the book supports collaboration and innovation at the intersections of game design, art, programming, and emerging technologies.

Covering a wide spectrum of topics, from the foundations of research and project planning to literature reviews, research design, data analysis, and publishing, it provides readers with a clear roadmap for navigating the complexities of research in academic and industry practice. Dedicated chapters explore player experience, accessibility and inclusive design, game art research, player studies, games and learning, and emerging trends such as AI and generative content. Practical case studies and advanced techniques, including eye-tracking, biometric analysis, and neuroscience, further ground the book in real-world application. This integrative approach ensures that practitioners are well-prepared to tackle the unique challenges of the gaming industry and adjacent creative fields, encouraging both innovation and excellence.

The book is suitable for undergraduate students in game design, art, programming, and related disciplines, as well as graduate students pursuing advanced studies in game development, creative technology, and project management. It will also be a valuable resource for professionals in the games industry and other creative sectors who are interested in interdisciplinary research and practice.

Section
1. Foundation,
Chapter 1.1. Understanding Research,
Chapter 1.2.
The Player Experience,
Chapter 1.3. Project Management, Section
2. Getting
into Research,
Chapter 2.1. Research Process,
Chapter 2.2. Research Planning,
Chapter 2.3. Literature Review,
Chapter 2.4. Research Proposal,
Chapter 2.5.
Quantitative Research Design,
Chapter 2.6. Qualitative Research Design,
Chapter 2.7. Mixed Methods Research Design,
Chapter 2.8. Game Art Research
Design,
Chapter 2.9. Software Tools,
Chapter 2.10. Data Collection and
Analysis,
Chapter 2.11. Writing and Publishing,
Chapter 2.12. Research for
Impact, Section
3. Research in Action,
Chapter 3.1. Game Design,
Chapter 3.2.
Player Studies,
Chapter 3.3. Games and Learning,
Chapter 3.4. Emerging Trends
in Games Research, Section
4. Bonus,
Chapter 4.1. Case Studies,
Chapter 4.2.
Advanced Research Techniques,
Chapter 4.3. Resources for Aspiring Game
Researchers
Dr Pooya Soltani specialises in using game-based approaches to drive performance and engagement in sports, health, and creative industries. With a proven track record in serious games education and research, he is passionate about creating impactful experiences that utilise eXtended Reality (XR) technology for immersive learning.