E-Book, Englisch, 490 Seiten, eBook
Reihe: International Series on Computer, Entertainment and Media Technology
Bostan Game User Experience And Player-Centered Design
1. Auflage 2020
ISBN: 978-3-030-37643-7
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, 490 Seiten, eBook
Reihe: International Series on Computer, Entertainment and Media Technology
ISBN: 978-3-030-37643-7
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
Section 1: Cognition and Player Psychology.- Chapter 1: ERP Correlates of Working Memory Load in Excessive Video Game Players.- Chapter 2: Integrate: A Digital Game for Testing Conformity in Decision Making.- Chapter 3: Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study.- Chapter 4: 4 Pillars Of Healthy Escapism In Games: Emotion Regulation, Mood Management, Coping And Recovery.- Chapter 5: User Experience and Motivation of Professional Video Game Players: A Case Study of E-sports in Turkey.- Section 2: Modelling and measuring Player Experience.- Chapter 6: Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach.- Chapter 7: Developing Gaming Instinctual Motivation Scale (GIMS): Item Development and Pre-testing.- Chapter 8: The GEM Game Experience Model.- Chapter 9: Driven, Imaginative, and Casual Gameplay Experiences.- Chapter 10: Physiological Measures in Game User Research.- Section 3: Game Design and Player Experience.- Chapter 11: The Ethics of Game Experience.- Chapter 12: Death and Rebirth in Platformer Games.- Chapter 13: Player-Centered Design in Role-Playing Game Branching Dialogue Systems.- Chapter 14: Designing a Cad Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study.- Section 4: Case Studies of Computer Games.- Chapter 15: The Relationship Between Cohesive Game Design and Player Immersion: A Case Study of Original Versus Reboot Thief.- Chapter 16: Empathy and Choice in Story Driven Games: A Case Study of Telltale Games.- Chapter 17: Gender Representation and Diversity in Contemporary Video Games.- Chapter 18: A Deadly Game User Experience: The Case of #BlueWhaleChallenge.- Chapter 19: Exploring Experiental Spaces in Video Games: Case Studies of Papers Please, Beholder and Mirror's Edge.- Section 5: New Technologies and Player Experience.- Chapter 20: Immersiveness andUsability in VR: A Comparative Study of Monstrum and Fruit Ninja.- Chapter 21: Interactive Storytelling in Extended Reality: Concepts for the Design.- Chapter 22: Using AR Mechanics and Emergent Narratives to Tell Better Stories.