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Evaluating user experience in games : concepts and methods
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ISSN: 15715035 ISBN: 9781848829626 9781848829633 9781848829671 9781447125570 1848829620 1848829639 1848829671 9786612925764 1282925768 Year: 2010 Publisher: New York : Springer,

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User Experience has become a major research area in human-computer interaction. The area of game design and development has been focusing on user experience evaluation for the last 20 years, although a clear definition of user experience is still to be established. The contributors to this volume explore concepts that enhance the overall user experience in games such as fun, playability, flow, immersion and many others. Presenting an overview of current practice from academia and industry in game development, the book shows a variety of methods that can be used to evaluate user experience in games, not only during game-play but also before and after the game play. Evaluating User Experiences in Games: Presents a broad range of user experience evaluation methods and concepts; Provides insights on when to apply the various user experience evaluation methods in the development cycle and shows how methods can be also applied to a more general HCI context; Includes new research on evaluating user experience during game play and after; and social play; Describes new evaluation methods; Details methods that are also applicable for exertion games or tabletop games. This comprehensive book will be welcomed by researchers and practitioners in the field.


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Playful identities : the ludification of digital media cultures
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ISBN: 9789089646392 9089646396 9789048523030 9048523036 Year: 2015 Volume: *1 Publisher: Amsterdam Amsterdam University Press

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In Playful Identities, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.


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Playing Dystopia : Nightmarish Worlds in Video Games and the Player's Aesthetic Response
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ISBN: 3839445973 9783839445976 9783837645972 3837645975 Year: 2018 Publisher: Bielefeld transcript Verlag

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Video games permeate our everyday existence. They immerse players in fascinating gameworlds and exciting experiences, often inviting them in various ways to reflect on the enacted events. Gerald Farca explores the genre of dystopian video games and the player's aesthetic response to their nightmarish gameworlds. Players, he argues, will gradually come to see similarities between the virtual dystopia and their own ›offline‹ environment, thus learning to stay wary of social and political developments. In his analysis, Farca draws from a variety of research fields, such as literary theory and game studies, combining them into a coherent theory of aesthetic response to dystopian games. »Farca ist ein Grundlagenwerk des Computerspiel(en)s gelungen, das Strukturen des Spiels mit den Aktivitäten der Spieler verbindet.« Lothar Mikos, tv diskurs, 1 (2020) Besprochen in: gmk-Newsletter, 9 (2019)

What video games have to teach us about learning and literacy.
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ISBN: 9781403984531 1403984530 Year: 2007 Publisher: New York Palgrave Macmillan

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