Game Usability: Advancing the Player Experience

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( 37 valoraciones por GoodReads )
 
9780123744470: Game Usability: Advancing the Player Experience
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"Playtesting is the most challenging, and most mysterious part of game development, and this book is by far, the most thorough and practical collection of writings on the subject. I plan to return to it again and again -- there is just so much to draw from! Anyone who reads it will be able to playtest their games well, and with confidence."

Jesse Schell, Professor of Entertainment Technology, Carnegie Mellon University

".Games user research has taken leaps and bounds over the past 10 years, as evidenced by the content of this book.We encourage the readers to use this resource as a great starting point for strengthening the discipline while taking us into the future.”

Randy Pagulayan, Microsoft Game Studios & Dennis Wixon, Microsoft Surfaces

"Katherine Isbister's "Game Usability” is a multi-faceted look at a critical component of modern game design, full of excellent case studies by usability experts, industry leaders and cutting edge researchers. The methods found here will be useful to anyone interested in honing the player experience of their commercial, independent or academic games."

Tracy Fullerton, Associate Professor USC School of Cinematic Arts; Director, EA Game Innovation Lab

"On first blush, usability and game design look like oil and water: they don't seem to mix. One appears scientific, the other creative; one dispassionate, the other sentimental. This book offers a variety of promising ways to put the two together, ways that suggest general lessons in how design can learn from a measure of impartiality, and usability from a measure of passion."

Ian Bogost, Associate Professor in the School of Literature Communication and Culture, The Georgia Institute of Technology, and Founding Partner, Persuasive Games

Reseña del editor:

Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games.

Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'.

By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.

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1.

Katherine Isbister, Noah Schaffer
Editorial: Taylor Francis Inc, United States (2008)
ISBN 10: 0123744474 ISBN 13: 9780123744470
Nuevos Paperback Cantidad: 10
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The Book Depository
(London, Reino Unido)
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Descripción Taylor Francis Inc, United States, 2008. Paperback. Estado de conservación: New. 232 x 190 mm. Language: English . Brand New Book. Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the hardcore gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it s not seamless and easy to use and engaging, players will just not stay to get to the good stuff . By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program s efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively. Nº de ref. de la librería AA69780123744470

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Isbister, Katherine, Ph.D./ Schaffer, Noah
Editorial: Morgan Kaufmann 2008-10-01 (2008)
ISBN 10: 0123744474 ISBN 13: 9780123744470
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Descripción Morgan Kaufmann 2008-10-01, 2008. Estado de conservación: New. Brand new book, sourced directly from publisher. Dispatch time is 24-48 hours from our warehouse. Book will be sent in robust, secure packaging to ensure it reaches you securely. Nº de ref. de la librería NU-LBR-00783440

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Katherine Isbister, Noah Schaffer
Editorial: Taylor Francis Inc, United States (2008)
ISBN 10: 0123744474 ISBN 13: 9780123744470
Nuevos Paperback Cantidad: 10
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The Book Depository US
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Descripción Taylor Francis Inc, United States, 2008. Paperback. Estado de conservación: New. 232 x 190 mm. Language: English . Brand New Book. Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the hardcore gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it s not seamless and easy to use and engaging, players will just not stay to get to the good stuff . By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program s efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively. Nº de ref. de la librería AA69780123744470

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Isbister, Katherine; Schaffer, Noah
ISBN 10: 0123744474 ISBN 13: 9780123744470
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Descripción Estado de conservación: New. Depending on your location, this item may ship from the US or UK. Nº de ref. de la librería 97801237444700000000

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Katherine Isbister
Editorial: Taylor & Francis Inc 2008-09-26, Burlington (2008)
ISBN 10: 0123744474 ISBN 13: 9780123744470
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Blackwell's
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Descripción Taylor & Francis Inc 2008-09-26, Burlington, 2008. paperback. Estado de conservación: New. Nº de ref. de la librería 9780123744470

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Isbister, Katherine/Schaffer, Noah
ISBN 10: 0123744474 ISBN 13: 9780123744470
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English-Book-Service Mannheim
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Descripción 2008. Estado de conservación: New. Nº de ref. de la librería L9780123744470

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Isbister, Katherine, Ph.D./ Schaffer, Noah
Editorial: Taylor and Francis (2008)
ISBN 10: 0123744474 ISBN 13: 9780123744470
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Descripción Taylor and Francis, 2008. PAP. Estado de conservación: New. New Book. Shipped from US within 10 to 14 business days. Established seller since 2000. Nº de ref. de la librería VT-9780123744470

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ISBISTER, KATHERINE; SCHAFFER, NOAH.
Editorial: CRC Press (2008)
ISBN 10: 0123744474 ISBN 13: 9780123744470
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Herb Tandree Philosophy Books
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Descripción CRC Press, 2008. Paperback. Estado de conservación: NEW. 9780123744470 This listing is a new book, a title currently in-print which we order directly and immediately from the publisher. Nº de ref. de la librería HTANDREE0181372

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Katherine Isbister
Editorial: Taylor & Francis Ltd. Okt 2008 (2008)
ISBN 10: 0123744474 ISBN 13: 9780123744470
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Descripción Taylor & Francis Ltd. Okt 2008, 2008. Taschenbuch. Estado de conservación: Neu. 233x191x25 mm. Neuware - Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games. Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively. 1. AUTHORITATIVE: The book brings together the foremost experts in game usability, including great minds from Microsoft, Maxis, Sega, Ubisoft, Sony Online, Nintendo). 2. PRACTICAL: The book gives readers instantly applicable theory and tactics for designing game usability methods to improve and enhance games. Designers can pick methods to suit their needs (example Lazarro's 4 Fun Keys theory to help organize designer decisions.) 3. INSPIRING NEW TECHNIQUES: Contributors are at the vanguard of using physiological techniques (like measuring heart rate, tiny muscle movements, and so forth in players as they play) to measure success and game play experience - cutting-edge, future-facing techniques. 4. CAREER-ENHANCING: Suggestions included on selling usability to managers, and how best to report results. 336 pp. Englisch. Nº de ref. de la librería 9780123744470

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Isbister, Katherine (Author)/ Schaffer, Noah (Author)
Editorial: Morgan Kaufmann Pub (2008)
ISBN 10: 0123744474 ISBN 13: 9780123744470
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Revaluation Books
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Descripción Morgan Kaufmann Pub, 2008. Paperback. Estado de conservación: Brand New. illustrated edition. 400 pages. 9.00x7.50x1.00 inches. In Stock. Nº de ref. de la librería __0123744474

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