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ویرایش:
نویسندگان: Bostan
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
در صورت تبدیل فایل کتاب Game User Experience And Player-Centered Design (International Series on Computer, Entertainment and Media Technology) 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 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.
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