Games User Research
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Games User Research

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Anders Drachen
1054 g
240x161x30 mm
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 Introduction; 2 David Tisserand: Games User Research as part of the Development Process in the Game Industry: Challenges and Best; 3 Ian Livingston: It's All About Process; 4 Ian Livingston: GUR Post Launch; 5 Graham McAllister: A GUR Maturity Model; 6 Sebastian Long: Designing A Games User Research Lab From Scratch; 7 Michael C. Medlock: GUR Methods Overview; 8 Graham McAllister and Sebastian Long: A Framework for Player Research; 9 Florian Bruhlmann & 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 and Lennart Nacke: 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 Bjorn 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 Afterword: Flagship Areas 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.