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Evaluating User Experience in Games: Concepts and Methods by Regina Bernhaupt (E
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- ISBN-13
- 9781447125570
- Book Title
- Evaluating User Experience in Games
- ISBN
- 9781447125570
- Subject Area
- Computers
- Publication Name
- Evaluating User Experience in Games : concepts and Methods
- Publisher
- Springer London, The Limited
- Item Length
- 9.3 in
- Subject
- Programming / Games, User Interfaces, Social Aspects / Human-Computer Interaction
- Publication Year
- 2012
- Series
- Human-Computer Interaction Ser.
- Type
- Textbook
- Format
- Trade Paperback
- Language
- English
- Item Height
- 0.2 in
- Item Weight
- 16 Oz
- Item Width
- 6.1 in
- Number of Pages
- IX, 277 Pages
關於產品
Product Identifiers
Publisher
Springer London, The Limited
ISBN-10
1447125576
ISBN-13
9781447125570
eBay Product ID (ePID)
143837782
Product Key Features
Number of Pages
IX, 277 Pages
Publication Name
Evaluating User Experience in Games : concepts and Methods
Language
English
Publication Year
2012
Subject
Programming / Games, User Interfaces, Social Aspects / Human-Computer Interaction
Type
Textbook
Subject Area
Computers
Series
Human-Computer Interaction Ser.
Format
Trade Paperback
Dimensions
Item Height
0.2 in
Item Weight
16 Oz
Item Length
9.3 in
Item Width
6.1 in
Additional Product Features
Intended Audience
Scholarly & Professional
Reviews
From the reviews:The book promises to address the evaluation of user experience, it provides little in terms of actual analysis and more in terms of anecdotes of data collection efforts for various specific games. … provides a broad overview of the practice of gathering user experience data for computer-based games. … The current volume is appropriate for a course that introduces the concepts of collecting user feedback in a traditional HCI and game development setting. (Thom McLean, ACM Computing Reviews, December, 2010), From the reviews: The book promises to address the evaluation of user experience, it provides little in terms of actual analysis and more in terms of anecdotes of data collection efforts for various specific games. … provides a broad overview of the practice of gathering user experience data for computer-based games. … The current volume is appropriate for a course that introduces the concepts of collecting user feedback in a traditional HCI and game development setting. (Thom McLean, ACM Computing Reviews, December, 2010), From the reviews: "The book promises to address the evaluation of user experience, it provides little in terms of actual analysis and more in terms of anecdotes of data collection efforts for various specific games. ... provides a broad overview of the practice of gathering user experience data for computer-based games. ... The current volume is appropriate for a course that introduces the concepts of collecting user feedback in a traditional HCI and game development setting." (Thom McLean, ACM Computing Reviews, December, 2010)
Dewey Edition
22
Number of Volumes
1 vol.
Illustrated
Yes
Dewey Decimal
794.81536
Table Of Content
to Evaluation of UX.- User Experience Evaluation in Entertainment.- Frameworks and Methods.- Enabling Social Play: A Framework for Design and Evaluation.- Presence, Involvement, and Flow in Digital Games.- Assessing the Core Elements of the Gaming Experience.- The Life and Tools of a Games Designer.- Investigating Experiences and Attitudes Toward Videogames Using a Semantic Differential Methodology.- Video Game Development and User Experience.- User Experience - Decomposed.- User Experience Design for Inexperienced Gamers: GAP - Game Approachability Principles.- Digital Games, the Aftermath: Qualitative Insights into Postgame Experiences.- Evaluating User Experience Factors Using Experiments: Expressive Artificial Faces Embedded in Contexts.- User Experience - Evaluating Special Aspects of Games.- Evaluating Exertion Games.- Beyond the Gamepad: HCI and Game Controller Design and Evaluation.- Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games.
Synopsis
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly "come of age". The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I'll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development., User experience is a key research area in human-computer interaction. This text explores concepts that enhance user experience in games such as fun, flow and immersion. It also shows methods used to evaluate user experience before, during, and after game play., Part I. Introduction to Evaluation of UX 1. User Experience Evaluation in Entertainment Regina Bernhaupt Part II. Frameworks and Methods 2. Enabling Social Play: A Framework for Design and Evaluation Katherine Isbister 3. Prescence, Involvement and Flow in Digital Games Jari Takatalo, Jukka Häkkinen, Miikka Lehtonen, Jyrki Kaistinen and Göte Nyman 4. Assessing the Core Element of the Gaming Experience Eduardo H Calvillo-Gámez, Paul Cairns and Anna L Cox 5. The Life and Tools of a Game Designer Emily Brown 6. Investigating Experiences and Attitutdes Towards Videogames using a Semantic Differential Methodology Philippe Lemay and Martin Maheux Lessard 7. Video Game Development and User Experience Graham McAllister and Gareth R White Part III. User Experience - Decomposed 8. User Experience Design for Inexperienced Gamers: GAP - Game Approachability Principles Heather Desurvire and Charlotte Wiberg 9. Digital Games, the Aftermath: Qualitative Insights into Post Game Experiences Karolien Poels, Wijnand IJsselsteijn, Yvonne de Kort and Bart Van Iersel 10. Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in Contexts Michael Lankes, Regina Bernhaupt and Manfred Tscheligi Part IV. User Experience - Evaluating Special Aspects of Games 11. Evaluating Exertion Games Floyd Mueller and Nadia Bianchi-Berthouze 12. Beyond the Gamepad: HCI and Game Controller Design and Evaluation Michael Brown, Aidan Kehoe, Jurek Kirakowski and Ian Pitt 13. Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games Christina Koeffel, Wolfgang Hochleitner, Jakob Leitner, Michael Haller, Arjan Geven and Manfred Tscheligi
LC Classification Number
QA76.9.U83
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