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ویرایش: Second نویسندگان: Katherine Isbister (editor), Celia Hodent (editor) سری: ISBN (شابک) : 9781000523485, 1000523500 ناشر: سال نشر: 2022 تعداد صفحات: 453 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 14 مگابایت
در صورت تبدیل فایل کتاب Game usability : advice from the experts for advancing UX strategy and practice in videogames به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب قابلیت استفاده از بازی: توصیه کارشناسان برای پیشبرد استراتژی و تمرین UX در بازی های ویدیویی نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Half Title Title Copyright Contents List of Contributors Chapter 1: Introduction: What’s New in This Edition and How to Read This Book Part I UX and Usability Chapter 2: Advancing Game UX Maturity Interview: With Anouk Ben-Tchavtchavadze, Senior UX Designer at Riot Games Interview: With Mike Mariano, Senior UX/UI Designer at Roblox Interview: With Laura Taylor, Senior UX Designer, Unity Technologies Chapter 3: Usability and Game Feel Interview: With Jenova Chen, President and Creative Director for Thatgamecompany Part II Techniques Chapter 4: Games Research Evolution at Microsoft Chapter 5: Try One Yourself: A Guide to Running a Practice User Study Chapter 6: Heuristic UX Evaluation of Games Chapter 7: Let the Game Tester Do the Talking: Think Aloud and Interviewing to Learn About the Game Experience Chapter 8: How Bias Affects Games—and What You Can Do About It Chapter 9: Working With Game Analysts and Data Scientists Chapter 10: Physiological Measures for Game Evaluation Part III Fitting Into Business Processes Chapter 11: Integrating UX Practices Into the Production Pipeline Interview: With Nana Wallace, Senior Director, User Research at PlayStation (US), and Rob Johnson, User Research Manager at PlayStation (UK) Interview: With Joe Florey, Senior User Researcher at PlayStation (UK) Interview: With Alexandra Perry, Producer at Media Molecule Interview: With Tobi Saulnier, Founder and CEO of 1st Playable Productions Part IV Deeply Understanding Players—Strategies for Inclusion Chapter 12: Trust and Safety and Fair Play in Video Games: Intentionally Designing Positive Communities Chapter 13: Accessibility Then and Now: History, Myths, Considerations, and Tools Chapter 14: Reframing Inclusion: The Case for Allyship Interview: With Tülay Tetiker McNally, Director of Inclusive Design and Product Development at Electronics Arts Interview: With Trinidad Hermida, Founder & CEO, The Hermida Company LLC and Co-Founder, Mr. Augmented. Former Head of Diversity and Inclusion at Niantic Interview: With Jessica Zammit, UX Researcher at Mighty Kingdom, and Director at Represent Me Interview: With Kishonna Gray, Assistant Professor at the University of Illinois at Chicago Interview: With Nick Yee, Co-Founder of Quantic Foundry Interview: With Roppyaku Tsurumi, Japanese Game Producer and Designer, by Kenji Ono, Game Journalist, IGDA Japan Interview: With Kate Edwards, CEO and Principal Consultant of Geogrify Part V Platform and Context Specific Advice Chapter 15: Mobile Game Usability: Design and Research Chapter 16: Designing for “Everyone”: The Triumph of Casual Mechanics Chapter 17: The Design of Virtual and Augmented Realities Chapter 18: The Esports Experience: Fan, Player, and Beyond Interview: With Erin Drake Kajioka, Senior Staff Interaction Designer at Google Interview: With Nicolas Pouard, Vice President, Strategic Innovation Lab, Ubisoft Interview: With Phylissa Li, Principal Design Architect at Roblox Part VI Conclusions Chapter 19: (Re)Discovering the Rich History of Games User Research: An “Undisciplined” Approach Interview: With Yvonne Rogers, Director of UCLIC, University College London Chapter 20: How to Keep Up With What Is Happening and Last Comments Index