- Full Description
User Experience has become a major research area in human-computer interaction. The area of game design and development has been focusing on user experience evaluation for the last 20 years, although a clear definition of user experience is still to be established. The contributors to this volume explore concepts that enhance the overall user experience in games such as fun, playability, flow, immersion and many others. Presenting an overview of current practice from academia and industry in game development, the book shows a variety of methods that can be used to evaluate user experience in games, not only during game-play but also before and after the game play. Evaluating User Experiences in Games: Presents a broad range of user experience evaluation methods and concepts; Provides insights on when to apply the various user experience evaluation methods in the development cycle and shows how methods can be also applied to a more general HCI context; Includes new research on evaluating user experience during game play and after; and social play; Describes new evaluation methods; Details methods that are also applicable for exertion games or tabletop games. This comprehensive book will be welcomed by researchers and practitioners in the field.
- Table of Contents
Table of Contents
- I. Introduction to Evaluation of UX.
- User Experience Evaluation in Entertainment.
- II. Frameworks and Methods.
- Enabling Social Play.
- Presence, Involvement and Flow in Digital Gaming.
- Assessing the Core Elements of the Gaming Experience.
- The Life and Tools of a Game Designer.
- Investigating Experiences and Attitudes Towards Videogames using a Semantic Differential Methodology.
- Video Game Development and User Experience.
- III. User Experience
- User Experience Design for Inexperienced Gamers: GAP
- Game Approachability Principles.
- Digital Games, the Aftermath.
- Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in Contexts.
- IV. User Experience
- Evaluating Special Aspects of Games.
- Evaluating Exertion Games.
- Beyond the Game Pad: HCI and Game Controller Design and Evaluation.
- Using Heuristics to Evaluate the Overall User Experience of Advanced Interaction Games.
If you think that you've found an error in this book, please let us know about it. You will find any confirmed erratum below, so you can check if your concern has already been addressed.No errata are currently published