Game User Experience And Player-Centered Design

  • 10h 28m
  • Barbaros Bostan
  • Springer
  • 2020

This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR.

The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.

About the Author

Barbaros Bostan is an Associate Professor in the Digital Game Design department at the Bahcesehir University/Turkey. He has a Ph.D. in Information Systems (2007) from Marmara University, an M.B.A. (2003) from Yeditepe University, and a B.S. in Electronics and Communication Engineering (2001) from Istanbul Technical University. He worked as a post-doc researcher at IDM Institute, Games Lab of the National University of Singapore between 2008 and 2010. His research areas include computer games, presence, interactivity, gamer psychology, player motivations and player profiling. Bostan has teaching experience in the areas of game history and analysis, storytelling in games, player psychology, research methods and interactive narrative. He reviews journal articles and book chapters for various journals and publishers, local and international. He was the editor of Gamer Psychology and Behavior book published by Springer. He was also one of the section editors of Encyclopedia of Computer Graphics and Games published by Springer.

In this Book

  • Foreword
  • ERP Correlates of Working Memory Load in Excessive Video Game Players
  • Integrate—A Digital Game for Testing Conformity in Decision Making
  • Investigation of Response Inhibition in Excessive Video Game Playing—An Event-Related Potential Study
  • Four Pillars of Healthy Escapism in Games—Emotion Regulation, Mood Management, Coping, and Recovery
  • User Experience and Motivation of Professional Video Game Players—A Case Study of Esports in Turkey
  • Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms—A Multi-Modal Approach
  • Developing Gaming Instinctual Motivation Scale (GIMS)—Item Development and Pre-Testing
  • The Game Experience Model (GEM)
  • Driven, Imaginative, and Casual Game Experiences
  • Physiological Measures in Game User Research
  • The Ethics of Game Experience
  • Death and Rebirth in Platformer Games
  • Player-Centred Design in Role-Playing Game Branching Dialogue Systems
  • Designing a CAD-Enriched Empathy Game to Raise Awareness about Universal Design Principles—A Case Study
  • The Relationship between Cohesive Game Design and Player Immersion—A Case Study of Original versus Reboot Thief
  • Empathy and Choice in Story Driven Games—A Case Study of Telltale Games
  • Gender Representation and Diversity in Contemporary Video Games
  • A Deadly Game User Experience—The Case of #BlueWhaleChallenge
  • Exploring Experiential Spaces in Video Games—Case Studies of Papers, Please, Beholder, and Mirror’s Edge
  • Immersiveness and Usability in VR—AComparative Study of Monstrum and Fruit Ninja
  • Interactive Storytelling in Extended Reality—Concepts for the Design
  • Using AR Mechanics and Emergent Narratives to Tell Better Stories
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