Games user research / edited by Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke.

Contributor(s): Material type: TextTextOxford, UK ;;New York : Oxford University Press, 2018©2018Description: xxiv, 524 pages : color illustrations 24 cmISBN:
  • 198794843
  • 9780198794844
Subject(s): LOC classification:
  • GV 1469.17.D48 .G145 2018
Contents:
Introduction to Games User Research / Anders Drachen, Pejman Mirza-Babaei and Lennart E. Nacke -- Games User Research as part of the development process in the game industry: challenges and best practices / Veronica Zammitto -- It is all about process / David Tisserand -- Post-launch in Games User Research / Ian Livingston -- User experience maturity levels: evaluating and improving Games User Research practices / Graham McAllister -- Designing a Games User Research lab from scratch / Sebastian Long -- An overview of GUR methods / Michael C. Medlock -- A framework for player research / Graham McAllister and Sebastian Long -- Surveys in Games User Research / Florian Brühlmann and Elisa Mekler -- Interviewing players / Steve Bromley -- Observing the player experience: the art and craft of observing and documenting Games User Research / Mirweis Sangin -- The think-aloud protocol / Tom Knoll -- The Rapid Iterative Test and Evaluation Method (RITE) / Michael C. Medlock -- Heuristics uncovered for Games User Researchers and game designers / Heather Desruvire and Dennis Wixon -- Heuristic evaluation of playability: examples from social games research and free-to-play heuristics / Janne Paavilainen, Hannu Korhonen, Elina Koskinen, and Kati Alha -- Introduction to Biometric Measures for Games User Research / Lennart E. Nacke -- Developing actionable biometric insights for production teams: case studies and key learnings / Pierre Chalfoun and Jonathan Dankoff -- Reporting user research findings to the development team / Pejman Mirza-Babaei -- Game Analytics for Games User Research / Anders Drachen and Shawn Connor -- Punching above your weight: how small studios can leverage data for un unfair advantage / Lysiane Charest -- Affordable and data-driven user research for indie studios / Pejman Mirza-Babaei and Thomas Galati -- 'Play as if you were at home': dealing with biases and test validity / Guillaume Louvel -- Dissecting the dragon: GUR for Dragon Age: Inquisition / James Berg -- Running user tests with limited resources and experience / Julien Huguenin -- Starting from scratch: pragmatic and scalable guidelines to impactful Games User Research / Johan Dorell and Björn Berg Marklund -- Strategies for understanding and researching mobile games in context / Steven Schirra and Brooke White -- Involving players with special needs in Games User Research / Kathrin Gerling, Conor Linehan, and Regan Mandryk -- Gamer motivation profiling: uses and application / Nick Yee and Nicolas Ducheneaut -- Social Network Analysis in Games User Research / Johanna Pirker -- A short guide to user testing for simulation sickness in Virtual Reality / Ben Lewis-Evans -- Frontlines in Games User Research / Anders Drachen, Pejman Mirza-Babaei, and Lennart E. Nacke.
Summary: 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.--Back cover.
List(s) this item appears in: SCOMA111L_ANIMATION (NCII) | SSPI111L_ANIMATION I (TRADITIONAL ANIMATION)
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Circulation Circulation DLSU-D HS Learning Resource Center Circulation GV 1469.17.D48 .G145 2018 (Browse shelf(Opens below)) Available 3SHS2018000451

Includes bibliographical references and index.

Introduction to Games User Research / Anders Drachen, Pejman Mirza-Babaei and Lennart E. Nacke -- Games User Research as part of the development process in the game industry: challenges and best practices / Veronica Zammitto -- It is all about process / David Tisserand -- Post-launch in Games User Research / Ian Livingston -- User experience maturity levels: evaluating and improving Games User Research practices / Graham McAllister -- Designing a Games User Research lab from scratch / Sebastian Long -- An overview of GUR methods / Michael C. Medlock -- A framework for player research / Graham McAllister and Sebastian Long -- Surveys in Games User Research / Florian Brühlmann and Elisa Mekler -- Interviewing players / Steve Bromley -- Observing the player experience: the art and craft of observing and documenting Games User Research / Mirweis Sangin -- The think-aloud protocol / Tom Knoll -- The Rapid Iterative Test and Evaluation Method (RITE) / Michael C. Medlock -- Heuristics uncovered for Games User Researchers and game designers / Heather Desruvire and Dennis Wixon -- Heuristic evaluation of playability: examples from social games research and free-to-play heuristics / Janne Paavilainen, Hannu Korhonen, Elina Koskinen, and Kati Alha -- Introduction to Biometric Measures for Games User Research / Lennart E. Nacke -- Developing actionable biometric insights for production teams: case studies and key learnings / Pierre Chalfoun and Jonathan Dankoff -- Reporting user research findings to the development team / Pejman Mirza-Babaei -- Game Analytics for Games User Research / Anders Drachen and Shawn Connor -- Punching above your weight: how small studios can leverage data for un unfair advantage / Lysiane Charest -- Affordable and data-driven user research for indie studios / Pejman Mirza-Babaei and Thomas Galati -- 'Play as if you were at home': dealing with biases and test validity / Guillaume Louvel -- Dissecting the dragon: GUR for Dragon Age: Inquisition / James Berg -- Running user tests with limited resources and experience / Julien Huguenin -- Starting from scratch: pragmatic and scalable guidelines to impactful Games User Research / Johan Dorell and Björn Berg Marklund -- Strategies for understanding and researching mobile games in context / Steven Schirra and Brooke White -- Involving players with special needs in Games User Research / Kathrin Gerling, Conor Linehan, and Regan Mandryk -- Gamer motivation profiling: uses and application / Nick Yee and Nicolas Ducheneaut -- Social Network Analysis in Games User Research / Johanna Pirker -- A short guide to user testing for simulation sickness in Virtual Reality / Ben Lewis-Evans -- Frontlines in Games User Research / Anders Drachen, Pejman Mirza-Babaei, and Lennart E. Nacke.

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.--Back cover.

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