Player Experience Design in 20 Minutes (Paperback)
Idioma: inglés
Editorial: Independently Published, 2026
- Tapa blanda
- Nuevo

Librería: CitiRetail, Stevenage, Reino UnidoCitiRetail
Vendedor de AbeBooks desde 29 de junio de 2022
Condición: Nuevo
EUR 22,20
Cantidad disponible: 1 disponibles
Añadir al carritoDescripción del artículo del vendedor
Paperback. You've built the mechanics. You've coded the systems. But players pick up your game, press a few buttons, and put it down forever-and you don't know why.You watch the footage. You see the moment their attention falters. The tutorial they skipped. The mechanic they never discovered. The difficulty spike that made them alt-F4 and never return. You built a functional game. You forgot to build an experience.You're told that player experience is a mystical art-a blend of psychology, aesthetics, and intuition that takes years to cultivate. That some designers are simply born with "the touch." That great games emerge from vision, not process.What if the gap between a game that works and a game that hooks could be closed in the time it takes to brew a pot of coffee?This book is for the builder who realizes mechanics are not magic. For the coder whose systems are elegant but whose player retention is not. For the artist who crafts beautiful worlds that players rush through without looking. For the designer who has read every GDC post-mortem but still can't diagnose why their own creation fails to connect.Forget Mechanics. Understand The Player.Player experience is not about what your game does. It's about what your player feels. And feelings follow patterns as predictable as code-if you know where to look.We strip away the mystical fog and expose the emotional architecture: The On-Ramp: The first sixty seconds are not part of your game. They are a separate, fragile ceremony. If the player does not feel competent, curious, and safe in this window, nothing after matters.The Pulse: The rhythm of tension and release. Effort and reward. Stress and relief. A game without a pulse is not challenging-it's exhausting. The player is not a machine processing challenges; they are a heart waiting to be conducted.The Agency Contract: Every input must produce an understandable consequence. Not instantly. Not obviously. But inevitably. When players feel their actions vanish into a void, they vanish with them.The Forgiveness Principle: Players will fail. They will make mistakes. The question is not whether your game punishes them-it's whether the punishment teaches or humiliates. One produces mastery. The other produces uninstalls.That's the chassis. Everything else-story, pacing, aesthetics, difficulty curves-is the bodywork you shape around this frame.Watch The Disconnect Heal: The Blind Spot: "My game has tight controls, beautiful art, and deep systems. Why do players drop it after twenty minutes?"The Diagnosis: A clear framework for tracing every interaction back to a feeling. Suddenly, you're not guessing at player psychology-you're reading the emotional circuit board. Input leads to action leads to feedback leads to feeling. Where is the break?The mystery of "why they left" dissolves. What remains is a practice-a way of looking at your creation through someone else's eyes, and shaping it not for yourself, but for them.The Quiet Revolution: This book will not give you a formula for a hit. It will give you a language for something you already sense but cannot articulate. It is the conversation between what you built and who you built it for. The path to games that resonate, that linger, that players feel in their chests long after the screen goes dark, is not paved with better graphics or deeper systems. It is paved with understanding-and you will begin that journey not as a designer guessing at minds, but as an architect of feeling.Stop building for the machine. Start designing for the heart.</p Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.…
N° de ref. del artículo 9798248294176
- Título
- Player Experience Design in 20 Minutes (Paperback)
- Autor
- Kenwright
- Editorial
- Independently Published
- Año de publicación
- 2026
- Estado
- new
- Encuadernación
- Paperback
- Idioma
- inglés
- ISBN 13
- 9798248294176
You've built the mechanics. You've coded the systems. But players pick up your game, press a few buttons, and put it down forever—and you don't know why.
You watch the footage. You see the moment their attention falters. The tutorial they skipped. The mechanic they never discovered. The difficulty spike that made them alt-F4 and never return. You built a functional game. You forgot to build an experience.
You're told that player experience is a mystical art—a blend of psychology, aesthetics, and intuition that takes years to cultivate. That some designers are simply born with "the touch." That great games emerge from vision, not process.
What if the gap between a game that works and a game that hooks could be closed in the time it takes to brew a pot of coffee?
This book is for the builder who realizes mechanics are not magic. For the coder whose systems are elegant but whose player retention is not. For the artist who crafts beautiful worlds that players rush through without looking. For the designer who has read every GDC post-mortem but still can't diagnose why their own creation fails to connect.
Forget Mechanics. Understand The Player.Player experience is not about what your game does. It's about what your player feels. And feelings follow patterns as predictable as code—if you know where to look.
We strip away the mystical fog and expose the emotional architecture:
-
The On-Ramp: The first sixty seconds are not part of your game. They are a separate, fragile ceremony. If the player does not feel competent, curious, and safe in this window, nothing after matters.
-
The Pulse: The rhythm of tension and release. Effort and reward. Stress and relief. A game without a pulse is not challenging—it's exhausting. The player is not a machine processing challenges; they are a heart waiting to be conducted.
-
The Agency Contract: Every input must produce an understandable consequence. Not instantly. Not obviously. But inevitably. When players feel their actions vanish into a void, they vanish with them.
-
The Forgiveness Principle: Players will fail. They will make mistakes. The question is not whether your game punishes them—it's whether the punishment teaches or humiliates. One produces mastery. The other produces uninstalls.
That's the chassis. Everything else—story, pacing, aesthetics, difficulty curves—is the bodywork you shape around this frame.
Watch The Disconnect Heal:-
The Blind Spot: "My game has tight controls, beautiful art, and deep systems. Why do players drop it after twenty minutes?"
-
The Diagnosis: A clear framework for tracing every interaction back to a feeling. Suddenly, you're not guessing at player psychology—you're reading the emotional circuit board. Input leads to action leads to feedback leads to feeling. Where is the break?
The mystery of "why they left" dissolves. What remains is a practice—a way of looking at your creation through someone else's eyes, and shaping it not for yourself, but for them.
The Quiet Revolution:This book will not give you a formula for a hit. It will give you a language for something you already sense but cannot articulate. It is the conversation between what you built and who you built it for. The path to games that resonate, that linger, that players feel in their chests long after the screen goes dark, is not paved with better graphics or deeper systems. It is paved with understanding—and you will begin that journey not as a designer guessing at minds, but as an architect of feeling.
Stop building for the machine. Start designing for the heart.
Open the book. Your player is waiting to be understood.
“Sinopsis” puede pertenecer a otra edición de este título.
CitiRetail
Stevenage, Reino Unido
Vendedor de AbeBooks desde 29 de junio de 2022
Tarifas de envío de Reino Unido a Estados Unidos de America
| Artículo | De 7 a 14 días hábiles | De 7 a 60 días hábiles |
|---|---|---|
| Primer artículo | EUR 43,15 | EUR 43,15 |
Métodos de pago
Descripción de la tienda
Online business
Información empresarial del vendedor
ABC BOOKS LIMITED
10 John Street
London, Reino Unido WC1N 2EB
Condiciones de venta
Orders can be returned within 30 days of receipt.
Derecho al desistimiento
Si es un consumidor, puede rescindir el contrato de acuerdo con lo siguiente. Por consumidor se entiende cualquier persona física que actúe con fines ajenos a su actividad comercial, empresarial, oficio o profesión.
Información sobre el derecho de desistimiento
Derecho legal de desistimiento
Tiene derecho a rescindir este contrato en un plazo de 14 días sin dar ningún motivo.
El periodo de desistimiento vencerá a los 14 días desde que usted, o un tercero que no sea el transportista e indicado por usted, adquiera la posesión física del último bien o del último lote o pieza.
Para ejercer el derecho de desistimiento, complete de forma electrónica y envíe una declaración clara en nuestro sitio web, desde "Mis compras" en "Mi cuenta". Le enviaremos sin demora un acuse de recibo de dicho desistimiento a través de un soporte duradero (por ejemplo, por correo electrónico).
Para cumplir con el plazo de desistimiento, basta con que envíe su comunicación relativa al ejercicio del derecho de desistimiento antes de que venza el periodo de desistimiento.
Efectos del desistimiento
Si rescinde este contrato, le reembolsaremos todos los pagos que hayamos recibido de usted, incluidos los gastos de envío (excepto los gastos adicionales que surjan si elige un tipo de envío que no sea el tipo de envío estándar más económico que ofrecemos).
Podemos hacer una deducción del reembolso por la pérdida de valor de cualquier bien suministrado, si la pérdida es el resultado de una manipulación innecesaria por su parte.
Efectuaremos el reembolso sin demoras indebidas y, a más tardar, 14 días después de que se nos informe de su decisión de rescindir este contrato.
Efectuaremos el reembolso utilizando el mismo medio de pago que utilizó para la transacción inicial, a menos que haya acordado expresamente lo contrario; en cualquier caso, no incurrirá en ningún cargo como resultado de dicho reembolso.
Podremos retener el reembolso hasta que hayamos recibido los bienes o hasta que nos haya presentado una prueba de que los ha devuelto, lo que ocurra primero.
Deberá devolver los bienes o entregarlos a CitiRetail, Stevenage, United Kingdom, sin demoras indebidas y, en cualquier caso, en un plazo máximo de 14 días a partir del día en que nos comunique su desistimiento del presente contrato. El plazo se cumple si devuelve la mercancía antes de que venza el periodo de 14 días. Tendrá que asumir los gastos directos de devolución de los bienes. Usted solo es responsable de la disminución del valor de los bienes como resultado de una manipulación distinta a la necesaria para establecer la naturaleza, las características y el funcionamiento de los bienes.
Excepciones al derecho de desistimiento
El derecho de desistimiento no se aplica a lo siguiente:
- La entrega de periódicos, diarios o revistas, con la excepción de los contratos de suscripción; y
- El suministro de contenido digital que no se proporcione en un soporte tangible (por ejemplo, en un CD o DVD) si, al hacer el pedido, aceptó que podíamos empezar a entregarlo y que no podría desistir una vez iniciada la entrega.
Condiciones de envío
Please note that titles are dispatched from our US, Canadian or Australian warehouses. Delivery times specified in shipping terms. Orders ship within 2 business days. Delivery to your door then takes 7-14 days.