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دانلود کتاب Game User Experience And Player-Centered Design (International Series on Computer, Entertainment and Media Technology)

دانلود کتاب تجربه کاربر بازی و طراحی بازیکن محور (سری های بین المللی در کامپیوتر، سرگرمی و فناوری رسانه)

Game User Experience And Player-Centered Design (International Series on Computer, Entertainment and Media Technology)

مشخصات کتاب

Game User Experience And Player-Centered Design (International Series on Computer, Entertainment and Media Technology)

ویرایش:  
نویسندگان:   
سری:  
ISBN (شابک) : 3030376427, 9783030376420 
ناشر: Springer 
سال نشر: 2020 
تعداد صفحات: 490 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 8 مگابایت 

قیمت کتاب (تومان) : 49,000



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توجه داشته باشید کتاب تجربه کاربر بازی و طراحی بازیکن محور (سری های بین المللی در کامپیوتر، سرگرمی و فناوری رسانه) 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.


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فهرست مطالب

Foreword
Acknowledgements
Contents
Part I Cognition and Player Psychology
	1 ERP Correlates of Working Memory Load in Excessive Video Game Players
		Contents
		1.1 Introduction
			1.1.1 Video Gaming and Working Memory
			1.1.2 Goal of the Study
		1.2 Method
			1.2.1 Participants
			1.2.2 Materials
				1.2.2.1 Pathological Game Addiction Symptoms List
				1.2.2.2 Game Addiction Scale
				1.2.2.3 N-back Task
			1.2.3 Electrophysiological Recording and Pre-processing
				1.2.3.1 Data Analysis
		1.3 Results
			1.3.1 Behavioral Results
			1.3.2 ERP Results
				1.3.2.1 Results for 2-Back Condition
				1.3.2.2 Results for 3-Back Condition
		1.4 Discussion
		References
	2 Integrate: A Digital Game for Testing Conformity in Decision Making
		Contents
		2.1 Introduction
			2.1.1 Purpose
			2.1.2 Background
			2.1.3 Similar Game Designs
		2.2 Methodology
			2.2.1 Initial Game Concept
			2.2.2 Designing for Obedience and Conformity
			2.2.3 Collecting Player Data
			2.2.4 Measuring Conformity and Empathy
			2.2.5 Data Analysis with R
		2.3 Results
			2.3.1 Distribution of Data
			2.3.2 Analysis of Dataset
		2.4 Discussion
		2.5 Conclusion
		Appendix
		References
			Ludography
	3 Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study
		Contents
		3.1 Introduction
			3.1.1 Neurobiology of Video Gaming
			3.1.2 Information Processing and Video Gaming
			3.1.3 Inhibition and Video Gaming
			3.1.4 Goal of Study
		3.2 Method
			3.2.1 Participants
			3.2.2 Materials
				3.2.2.1 Pathological Game Addiction Symptoms List
				3.2.2.2 Game Addiction Scale
				3.2.2.3 Go/NoGo Task
			3.2.3 Electrophysiological Recording and Pre-processing
				3.2.3.1 Data Analysis
		3.3 Results
			3.3.1 Behavioral Results
			3.3.2 ERP Results
				3.3.2.1 ERP Results for Go Condition
				3.3.2.2 ERP Results for NoGo Condition
			3.3.3 Correlation Results
		3.4 Discussion
		References
	4 Four Pillars of Healthy Escapism in Games: Emotion Regulation, Mood Management, Coping, and Recovery
		Contents
		4.1 Introduction
		4.2 Healthy Escapism in Games
			4.2.1 Emotion Regulation
			4.2.2 Mood Management
			4.2.3 Coping
			4.2.4 Recovery
			4.2.5 A Pilot Study
		4.3 Discussion
			4.3.1 Game Content
			4.3.2 Game Medium
			4.3.3 Assessment
			4.3.4 Learning and Intervention
		4.4 Conclusion
		References
	5 User Experience and Motivation of Professional Video Game Players: A Case Study of Esports in Turkey
		Contents
		5.1 Introduction
			5.1.1 Definition of Game
			5.1.2 Defınıtıon of Sport
			5.1.3 Definition of Esport
		5.2 Esports Versus Gambling
		5.3 Conclusion: I
		5.4 Motives and Psychology of Amateur (Casual) Gamers
		5.5 Motives and Psychology of Esports Players
		5.6 Conclusion: II
		References
Part II Modelling and Measuring Player Experience
	6 Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach
		Contents
		6.1 Introduction
		6.2 Related Work
		6.3 Methodology
			6.3.1 The Game
			6.3.2 Participants
			6.3.3 Material
			6.3.4 Procedure
		6.4 Results
			6.4.1 Results of Observations and Interviews
			6.4.2 Grouping of Problems
				6.4.2.1 Device-Dependent Problems
				6.4.2.2 Design-Dependent Problems
				6.4.2.3 Game-Specific Problems
		6.5 Discussion
			6.5.1 Analysis of Device-Dependent Problems
			6.5.2 Analysis of Design-Dependent Problems
			6.5.3 Analysis of Game-Specific Problems
			6.5.4 Usability Evaluation of the Game
		6.6 Conclusion
		Appendix 1 Results of Device-Dependent Playability Problems
		Appendix 2 Results of Design-Dependent Playability Problems
		Appendix 3 Results of Game-Specific Playability Problems
		References
	7 Developing Gaming Instinctual Motivation Scale (GIMS): Item Development and Pre-testing
		Contents
		7.1 Introduction
		7.2 The 6-11 Framework
		7.3 The 11 Instinctual Motivations
		7.4 Research Aims
		7.5 Methods
			7.5.1 Participants and Design
			7.5.2 Measures
			7.5.3 Procedure
			7.5.4 Proposed Data Analysis Strategies
		7.6 Results
			7.6.1 Data Cleaning
			7.6.2 Validity and Reliability
			7.6.3 Differences in Instinctual Motivation by Game Genres
		7.7 Discussion
			7.7.1 Key Findings
			7.7.2 Gaming Instinctual Motivations
			7.7.3 Practical Implications
			7.7.4 Limitation and Future Studies
		References
			Ludography
	8 The Game Experience Model (GEM)
		Contents
		8.1 Introduction
		8.2 The Structure of the GEM
		8.3 Looking Deeper into the GEM
			8.3.1 Mechanics and Action
			8.3.2 Storyworld and Narratives
			8.3.3 Aesthetics and Sensory Stimulus
		8.4 Comparing the GEM with Other Models
			8.4.1 Smed and Hakonen
			8.4.2 Björk and Holopainen
			8.4.3 Hunicke et al. (MDA)
			8.4.4 Ermi and Mäyrä (SCI)
			8.4.5 Adams
			8.4.6 Summary
		8.5 Sample Case Games
			8.5.1 XCOM
			8.5.2 Hellblade: Senua\'s Sacrifice
		8.6 Conclusion
		References
	9 Driven, Imaginative, and Casual Game Experiences
		Contents
		9.1 Introduction
		9.2 Theoretical Background and the Concept of Game Experience
			9.2.1 Player Preference Research
			9.2.2 Game Experience Measures
		9.3 GET Inventory Development
			9.3.1 Preliminary Surveys and Two EFAs
				9.3.1.1 Survey Participants of the First Sample
				9.3.1.2 Results of the First Exploratory Factor Analysis
			9.3.2 Survey Participants of the Second Sample
				9.3.2.1 Results of the Second Exploratory Factor Analysis
		9.4 Item Screening and Confirmatory Factor Analysis
			9.4.1 Survey Participants of the Third Sample
			9.4.2 Results of the Item Screening Process
			9.4.3 Confirmatory Factor Analysis
			9.4.4 Do Game Experience Preferences Predict Gaming Habits?
		9.5 Discussion and Future Research
		References
	10 Physiological Measures in Game User Research
		Contents
		10.1 Introduction
		10.2 An Overview of Player Emotional State in Relation To User\'s Physiological State
			10.2.1 Cardiovascular System and Its Measures
			10.2.2 BCI Technologies
			10.2.3 Facial Expressions
			10.2.4 Electrodermal Activity and Its Measures
			10.2.5 Eye-Related Measures
		10.3 Conclusion and Discussion
		References
			Ludography
Part III Game Design and Player Experience
	11 The Ethics of Game Experience
		Contents
		11.1 Introduction
		11.2 Background
		11.3 Revenue and Business Models
		11.4 Ethical Problems
			11.4.1 Money
			11.4.2 Time and Attention
			11.4.3 Social Capital
			11.4.4 Mental and Physical Energy
			11.4.5 Security
		11.5 Concluding Remarks
		References
	12 Death and Rebirth in Platformer Games
		Contents
		12.1 Introduction
		12.2 Background
			12.2.1 Game Taxonomies and Frameworks
			12.2.2 In-Game Death
			12.2.3 Dynamic Difficulty Adjustment
			12.2.4 Grounded Theory
		12.3 Methodology
			12.3.1 Search Strategy
			12.3.2 Analysis Procedure
				12.3.2.1 Phase 1: Observations of Death and Rebirth Mechanics
				12.3.2.2 Phase 2: Open, Axial, and Selective Coding
		12.4 A Taxonomy of Death and Rebirth in Platformer Games
			12.4.1 Obstacles
				12.4.1.1 Intelligent
				12.4.1.2 Environmental
				12.4.1.3 Interactive
			12.4.2 Death Conditions
				12.4.2.1 Instant Death
				12.4.2.2 Out of Health
				12.4.2.3 No Death
			12.4.3 Aesthetics
				12.4.3.1 Visual
				12.4.3.2 Auditory
			12.4.4 Changes to Player Progress
				12.4.4.1 Upgrades
				12.4.4.2 Inventory Changes
			12.4.5 Respawn Locations
				12.4.5.1 Respawn at Beginning of Game
				12.4.5.2 Respawn at Beginning of Level
				12.4.5.3 Respawn at Checkpoint
				12.4.5.4 Respawn at Save Point
				12.4.5.5 No Respawning
		12.5 Discussion
			12.5.1 Differentiating Roguelikes/Roguelites from Other Platformers
			12.5.2 Examining Common Combinations of Design Choices
			12.5.3 Guiding Dynamic Difficulty Adjustment and Related Techniques
		12.6 Limitations
		12.7 Conclusion
		Ludography
		References
	13 Player-Centred Design in Role-Playing Game Branching Dialogue Systems
		Contents
		13.1 Introduction
		13.2 The Design of Branching Dialogue Systems
			13.2.1 Systems-Centred Design
			13.2.2 Developer-Centred Design
			13.2.3 Player-Centred Design
		13.3 Necessary Distinctions Within Role-Playing Games
			13.3.1 Types of Worlds
			13.3.2 Types of Player Characters (PCs)
			13.3.3 Types of Players
			13.3.4 Types of User Interfaces (UIs)
				13.3.4.1 Mass Effect (2007) (Fig. 13.1)
				13.3.4.2 Dragon Age: Origins (2009) (Fig. 13.2)
				13.3.4.3 The Elder Scrolls V: Skyrim (2011) (Fig. 13.3)
				13.3.4.4 Deus Ex: Human Revolution (2011) (Fig. 13.4)
		13.4 Player-Centred Design and the Four Essential Properties of Branching Dialogues
			13.4.1 Agency
				13.4.1.1 Letting the Player Know What is Possible
				13.4.1.2 Reflecting the Player\'s Choices
				13.4.1.3 Resolving Trivial Choices
			13.4.2 Ambiguity
				13.4.2.1 Unexpected Consequences (Defining the Player\'s Character Without Their Consent)
				13.4.2.2 Conversational Bottlenecks
				13.4.2.3 Let the Player Feel the Appropriate Emotions (Sometimes Ambiguity Is Unnecessary)
			13.4.3 Context
				13.4.3.1 Giving the Player Clues to Understand Their Background
				13.4.3.2 Player Character Competence
				13.4.3.3 Omitting Important Information for Emotional Impact
			13.4.4 Lack of Judgement
				13.4.4.1 Provide a Consistent Universe
				13.4.4.2 Let the Player Express Their Motivations
				13.4.4.3 Choose the Player\'s Boundaries
		13.5 Player-Centred Design in Deus Ex: Human Revolution\'s Debate System
		13.6 Conclusions
			13.6.1 Questions to Ask When Designing Branching Dialogue Systems
		References
	14 Designing a CAD-Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study
		Contents
		14.1 Introduction
		14.2 What Is Cerebral Palsy
		14.3 What Is Accessibility, Inclusive Design, Design-for-All, and Universal Design
		14.4 Literature Review
			14.4.1 Raising Empathy with Video Games (Games for Change)
			14.4.2 Design Based Games and CAD-Based Games
		14.5 Method
			14.5.1 Educational Methodology and Scenario of the Whole Day (8 h) Learning Experience
			14.5.2 Educational Methodology Among the Themes of the Game
			14.5.3 The Educational Methodology Used Within the Particular Theme
		14.6 Games Designed During the Workshop
		14.7 The PUDCAD Game
		14.8 Interaction Decisions
		14.9 Conclusion
		References
Part IV Case Studies of Computer Games
	15 The Relationship Between Cohesive Game Design and Player Immersion: A Case Study of Original Versus Reboot Thief
		Contents
		15.1 Introduction
		15.2 Background
			15.2.1 Cohesive Design
			15.2.2 Immersion in Games
		15.3 Methodology
		15.4 Results
		15.5 Discussion
		References
			Ludography
	16 Empathy and Choice in Story Driven Games: A Case Study of Telltale Games
		Contents
		16.1 Introduction
		16.2 Theoretical Framework
			16.2.1 Prosocial Behavior and Empathy
			16.2.2 Hot Cognition and Cold Cognition
			16.2.3 Analyzing Games in the Context of Empathy
			16.2.4 Selected Games: The Walking Dead and the Wolf Among Us
		16.3 Participants and Methodology
		16.4 Findings and Discussion
			16.4.1 Statistical Tests
			16.4.2 Qualitative Analysis
		16.5 Conclusion
		References
	17 Gender Representation and Diversity in Contemporary Video Games
		Contents
		17.1 Introduction
		17.2 Research Method
		17.3 What Is Queer Theory?
		17.4 Approaching Video Games and Etymology
		17.5 Changing Heteronormative Game Playing
		17.6 Indie Queer Video Games
		17.7 Differences Between Indie Queer Games and AAA Game Titles
		17.8 Conclusion
		References
	18 A Deadly Game User Experience: The Case of#BlueWhaleChallenge
		Contents
		18.1 Introduction
		18.2 Fun in Game User Experience
		18.3 Virtual Slavery of Children and Teenagers
		18.4 The Blue Whale Challenge
		18.5 Methodology
		18.6 Analysis and Discussion
		18.7 Conclusion
		References
	19 Exploring Experiential Spaces in Video Games: Case Studies of Papers, Please, Beholder, and Mirror\'s Edge
		Contents
		19.1 Introduction
		19.2 Methodology
			19.2.1 Representation
			19.2.2 Style
			19.2.3 Navigation
			19.2.4 Interaction
		19.3 Game Analysis and Findings
			19.3.1 Papers, Please
			19.3.2 Beholder
			19.3.3 Mirror\'s Edge
		19.4 Conclusion
		References
			Ludography
Part V New Technologies and Player Experience
	20 Immersiveness and Usability in VR: A Comparative Study of Monstrum and Fruit Ninja
		Contents
		20.1 Introduction
		20.2 Background
		20.3 Methodology
		20.4 Results
		20.5 Discussion
		20.6 Conclusions
		References
			Ludography
	21 Interactive Storytelling in Extended Reality: Conceptsfor the Design
		Contents
		21.1 Introduction
		21.2 Background
			21.2.1 Field of View
			21.2.2 Spatial Storytelling
			21.2.3 Eye-Contact and Gaze
			21.2.4 Sound Cues
			21.2.5 Social Aspects
		21.3 Designing UX in XR
			21.3.1 UX in Game Design
			21.3.2 Challenges in XR
			21.3.3 Finding a Balance in the Design
		21.4 Case Examples
			21.4.1 Location-Based AR Experience
			21.4.2 VR Safety Training
			21.4.3 Collaborative Multiplayer XR Storygame
		21.5 Conclusion
		References
	22 Using AR Mechanics and Emergent Narratives to Tell BetterStories
		Contents
		22.1 The Emergence of Emergent Mechanics
		22.2 A Game Is a Story That the Player Tells Themselves
		22.3 Things That Go Bump in Your Phone
		22.4 Onboarding in Games
		22.5 Onboarding in Stores
		22.6 Building a World
		22.7 Get Players Out of Their Heads (By Getting Them Out of Their Seats)
		22.8 Player Mechanics and Story Mechanics
			22.8.1 Play Hide and Seek
			22.8.2 Make Virtual Creatures Reactive
			22.8.3 Break Reality Carefully
			22.8.4 Selective Surprises
			22.8.5 Any Spatial Variable Can Be a Strategy
			22.8.6 The World Is a Shared Space
			22.8.7 Make Your World Accessible to Everyone
		22.9 Conclusion
		References
Index




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