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Game Usability - Advice From The Experts For Advancing The Player Experience

English · Paperback / Softback

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Informationen zum Autor Associate Professor, Department of Language, Literature and Communication, RPI; Director of the Games Research Lab, RPI; Chair of the MS in HCI Program, RPI. Katherine is Director of the Games Research Lab at Rensselaer (RPI), where she has worked to build an undergraduate major in game design, as well as a robust program of games-related research. She is also the Chair of the MS in HCI at RPI, which she helped to redesign to address current challenges facing HCI practitioners, such as the design of games and other social and leisure applications. Katherine is a former MK Game author, having written: Better Game Characters by Design: A Psychological Approach, which was nominated for a Game Developer Magazine Front Line award in 2006. She has published work in a wide variety of venues, and has given invited talks at research and academic venues including Sony research labs in Japan, Banff Centre in Canada, IBM, the Royal Institute of Technology in Stockholm, and others. The Games Research Lab at RPI has cutting-edge facilities for user studies, and Isbister has used the lab to research innovative methods in user testing (e.g. the Sensual Evaluation Instrument - a project nominated for Best Paper award at the CHI conference in 2006). Isbister has worked in both research and commercial settings on HCI and usability aspects of games and other products. This background, combined with strong connections to game industry practitioners, makes her well suited to put together an edited volume on games usability that is both rigorous and useful to developers in their everyday work. Klappentext Usability is the ease with which people can emply a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. The topic is of growing interest to game developers, but until now, no comprehensive survey of the range of issues and tactics has been available. Game developers and publishers are extremely busy people, and do not have time to sort through general usability material and figure out what is applicable to what they are doing. This book offers them a comprehensive introduction to usability that is targeted to their needs and interests, with useful reference lists in each chapter for digging more deeply. The book teaches methods, and is also a useful tool for evangelizing usability within game studios and publishing houses. Zusammenfassung 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 ad...

List of contents

Knowing the User; Methods; Measures; Special Contexts; Pulling it all Together

Report

Isbister's Better Game Characters by Design MK book was mentioned in a New York Times article, July 2007, called "Hey Man, Let's Play Video Game Dress Up".

Product details

Authors Katherine Isbister, Noah Schaffer
Publisher Kaufmann Morgan Publications
 
Languages English
Product format Paperback / Softback
Released 26.09.2008
 
EAN 9780123744470
ISBN 978-0-12-374447-0
Dimensions 191 mm x 232 mm x 20 mm
Series Morgan Kaufmann
Morgan Kaufmann
Subjects Natural sciences, medicine, IT, technology

Computer- und Onlinespiele, COMPUTERS / Interactive & Multimedia, COMPUTERS / Programming / Games

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