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

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

Label
Games user research
Title
Games user research
Statement of responsibility
edited by Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke
Contributor
Editor
Subject
Language
eng
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
Cataloging source
YDX
Dewey number
006.3/12
Illustrations
illustrations
Index
index present
LC call number
GV 1469.17 .D48 G36 2018
Literary form
non fiction
Nature of contents
bibliography
http://library.link/vocab/relatedWorkOrContributorName
  • Drachen, Anders
  • Mirza-Babaei, Pejman
  • Nacke, Lennart E.
http://library.link/vocab/subjectName
  • Video gamers
  • Video games
  • User interfaces (Computer systems)
Label
Games user research, edited by Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke
Instantiates
Publication
Copyright
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
nc
Carrier MARC source
rdacarrier
Content category
  • text
  • still image
Content type code
  • txt
  • sti
Content type MARC source
  • rdacontent
  • rdacontent
Contents
Introduction to Games User Research -- Part I. Games User Research in production -- Games User Research as part of the development process in the game industry: challenges and best practices -- It is all about process -- Post-launch in Games User Research -- User experience maturity levels: evaluating and improving Games User Research practices -- Designing a Games User Research lab from scratch -- Part II. Methods: testing things you play -- An overview of GUR methods -- A framework for player research -- Surveys in Games User Research -- Interviewing players -- Observing the player experience: the art and craft of observing and documenting Games User Research -- The think-aloud protocol -- The Rapid Iterative Test and Evaluation method (RITE) -- Heuristics uncovered for Games User Researchers and game designers -- Heuristic evaluation of playability: examples from social games research and free-to-play heuristics -- Introduction to biometric measures for Games User Research -- Developing actionable biometric insights for production teams: case studies and key learnings -- Reporting user research findings to the development team -- Game analytics for Games User Research -- Part III. Case studies and focus topics -- Punching above your weight: how small studios can leverage data for an unfair advantage -- Affordable and data-driven user research for indie studios -- 'Play as if you were at home': dealing with biases and test validity -- Dissecting the dragon: GUR for Dragon Age(TM): Inquisition -- Running user tests with limited resources and experience -- Starting from scratch: pragmatic and scalable guidelines to impactful Games User Research -- Strategies for understanding and researching mobile games in context -- Involving players with special needs in Games User Research -- Gamer motivation profiling: uses and applications -- Social network analysis in Games User Research -- A short guide to user testing for simulation sickness in virtual reality -- Conclusion: the future of Games User Research -- Frontlines in Games User Research
Dimensions
24 cm
Edition
First edition.
Extent
xxiv, 524 pages
Isbn
9780198794844
Media category
unmediated
Media MARC source
rdamedia
Media type code
n
Other physical details
color illustrations
System control number
  • (OCoLC)1000435271
  • (OCoLC)on1000435271
Label
Games user research, edited by Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke
Publication
Copyright
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
nc
Carrier MARC source
rdacarrier
Content category
  • text
  • still image
Content type code
  • txt
  • sti
Content type MARC source
  • rdacontent
  • rdacontent
Contents
Introduction to Games User Research -- Part I. Games User Research in production -- Games User Research as part of the development process in the game industry: challenges and best practices -- It is all about process -- Post-launch in Games User Research -- User experience maturity levels: evaluating and improving Games User Research practices -- Designing a Games User Research lab from scratch -- Part II. Methods: testing things you play -- An overview of GUR methods -- A framework for player research -- Surveys in Games User Research -- Interviewing players -- Observing the player experience: the art and craft of observing and documenting Games User Research -- The think-aloud protocol -- The Rapid Iterative Test and Evaluation method (RITE) -- Heuristics uncovered for Games User Researchers and game designers -- Heuristic evaluation of playability: examples from social games research and free-to-play heuristics -- Introduction to biometric measures for Games User Research -- Developing actionable biometric insights for production teams: case studies and key learnings -- Reporting user research findings to the development team -- Game analytics for Games User Research -- Part III. Case studies and focus topics -- Punching above your weight: how small studios can leverage data for an unfair advantage -- Affordable and data-driven user research for indie studios -- 'Play as if you were at home': dealing with biases and test validity -- Dissecting the dragon: GUR for Dragon Age(TM): Inquisition -- Running user tests with limited resources and experience -- Starting from scratch: pragmatic and scalable guidelines to impactful Games User Research -- Strategies for understanding and researching mobile games in context -- Involving players with special needs in Games User Research -- Gamer motivation profiling: uses and applications -- Social network analysis in Games User Research -- A short guide to user testing for simulation sickness in virtual reality -- Conclusion: the future of Games User Research -- Frontlines in Games User Research
Dimensions
24 cm
Edition
First edition.
Extent
xxiv, 524 pages
Isbn
9780198794844
Media category
unmediated
Media MARC source
rdamedia
Media type code
n
Other physical details
color illustrations
System control number
  • (OCoLC)1000435271
  • (OCoLC)on1000435271

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