Games User Research

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Gewicht:
1074 g
Format:
241x164x32 mm
Beschreibung:

Dr. Anders Drachen, Ph.D. is a veteran Data Scientist, Professor at the Digital Creativity Labs, University of York (UK). His multiple award-winning work in data- and game science is focused on game analytics and business intelligence. His research and professional work is carried out in collaboration with companies spanning the industry. He is one of the most published scientists worldwide on game analytics, virtual economics, user research, game data mining, and user profiling. He is a former member of the board of the IGDA SIG on Game User Research.

Lennart Nacke, PhD, is the director of the HCI Games Group and an associate professor for human-computer interaction and game design at the University of Waterloo. He is a world-leading authority on the cognitive and emotional aspects of player experience in video games, with a special focus on physiological metrics and gameful design. He has authored more than 100 research publications on these topics, which have been cited more than 8,000 times. He is also working as a gamification and user experience consultant. He chaired the Computer-Human Interaction (CHI) PLAY 2014 and Gamification 2013 conferences, and is currently the chair of the CHI PLAY steering committee. He is an editor of multiple research journals and a subcommittee co-chair of CHI 2017 and CHI 2018. He has served on the steering committee of the International Game Developers Association Special Interest Group on Games User Research and loves the GUR community.

Dr. Pejman Mirza-Babaei is an Assistant Professor for Human-Computer Interaction and Games User Research at the University of Ontario Institute of Technology. He is also the User Research Director at Execution Labs, Montreal. He has been involved with the Games User Research community since 2009, where he has published more than 40 articles, co-organized workshops and courses in international conferences. He has contributed to more than 22 published commercial games, including awards winning titles such as Pewdiepie Legend of the Brofist, Crysis 2, and Weirdwood Manor among many others.


Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field.
  • 1: Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke: Introduction to Games User Research

  • 2: Veronica Zammitto: Games User Research as part of the Development Process in the Game Industry: Challenges and Best Practices

  • 3: David Tisserand: It's All About Process

  • 4: Ian Livingston: Post-launch in Game User Research

  • 5: Graham McAllister: User experience maturity levels: Evaluating and improving Game User Research practices

  • 6: Sebastian Long: Designing A Games User Research Lab From Scratch

  • 7: Michael C. Medlock: An Overview of GUR Methods

  • 8: Graham McAllister and Sebastian Long: A Framework for Player Research

  • 9: Florian Brühlmann and Elisa D. Mekler: Surveys in Games User Research

  • 10: Steve Bromley: Interviewing Players

  • 11: Mirweis Sangin: Observing the Player Experience

  • 12: Tom Knoll: The Think Aloud Protocol

  • 13: Michael C. Medlock: The Rapid Iterative Test and Evaluation Method (RITE)

  • 14: Heather Desurvire and Dennis Wixon: Heuristic Uncovered for Game User Researchers and Game Designers

  • 15: Janne Paavilainen: Heuristic Evaluation of Playability: Examples from Social Games Research and Free-to-Play Heuristics

  • 16: Lennart Nacke: Introduction to Biometrics Measures for Game User Research

  • 17: Pierre Chalfoun, Jonathan Dankoff: Developing actionable biometric insights for production teams: case studies and key learnings

  • 18: Pejman Mirza-Babaei: Reporting User Research Findings to the Development Team

  • 19: Anders Drachen and Shawn Connor: Game Analytics for Game User Research

  • 20: Lysiane Charest: Punching Above Your Weight: How small studios can leverage data for an unfair advantage

  • 21: Pejman Mirza-Babaei and Thomas Galati: Affordable and Data-Driven User Research for Indie Studios

  • 22: Guillaume Louvel: Play as if you were home

  • 23: James Berg: Dissecting the Dragon: GUR for Dragon Age: Inquisition

  • 24: Julien Huguenin: Running User Tests with Limited Resources and Experience

  • 25: Johan Dorell and Björn Berg Marklund: Starting from Scratch: Pragmatic and Scalable Guidelines to Impactful Games User Research

  • 26: Steven Schirra and Brooke White: Strategies for Understanding and Researching Mobile Games in Context

  • 27: Kathrin Gerling, Conor Linehan and Regan Mandryk: Involving Players With Special Needs in Games User Research

  • 28: Nick Yee and Nicolas Ducheneaut: Gamer Motivation Profiling: Uses and Applications

  • 29: Johanna Pirker: Social Network Analysis in Games User Research

  • 30: Ben Lewis-Evans: A short guide to user testing for simulation sickness in Virtual Reality

  • 31: Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke: Front lines in Games User Research

Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX.

This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX.

Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

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