Game Usability: Advancing the Player Experience
暫譯: 遊戲可用性:提升玩家體驗
Katherine Isbister, Noah Schaffer
- 出版商: Morgan Kaufmann
- 出版日期: 2008-08-01
- 售價: $2,350
- 貴賓價: 9.5 折 $2,233
- 語言: 英文
- 頁數: 398
- 裝訂: Paperback
- ISBN: 0123744474
- ISBN-13: 9780123744470
海外代購書籍(需單獨結帳)
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商品描述
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.
商品描述(中文翻譯)
電腦曾經是極客的專利。而極客們對於處理困難且挑剔的介面並不在意——他們喜歡這樣——這甚至是一種榮譽的象徵(例如 Unix 極客)。但要讓介面真正直觀且有用——想想第一台 Macintosh 電腦——使電腦的使用範圍遠遠超出了極客群體。Mac 使得人機互動(HCI)和可用性成為生產力軟體產業中非常受歡迎的話題。突然之間,一種新的體驗對於軟體的成功變得至關重要——使用者體驗。現在,20 年後,開發者們正在將這些理念應用並擴展到遊戲中。
遊戲公司現在正試圖將遊戲推向超越「硬核」玩家市場——那些喜愛挑戰並樂於掌握複雜或高度受限介面的人。此時(隨著休閒遊戲興趣的增長),遊戲公司真正意識到可用性的重要性,特別是對於主流觀眾來說。如果遊戲不夠流暢、易於使用且引人入勝,玩家就不會留下來體驗「好東西」。
根據定義,可用性是人們使用特定工具以達成特定目標的容易程度。可用性指的是電腦程式的效率或優雅。本書讓遊戲設計師更好地理解玩家特徵如何影響可用性策略,並提供具體的方法和衡量標準以應用於遊戲可用性實踐。本書還包括如何在已經緊湊的開發時間表中納入可用性的實用建議,以及如何有效地向上級推廣可用性並傳達結果。
1. 權威性:本書匯集了遊戲可用性領域的頂尖專家,包括來自 Microsoft、Maxis、Sega、Ubisoft、Sony Online 和 Nintendo 的優秀人才。
2. 實用性:本書為讀者提供可立即應用的理論和策略,以設計遊戲可用性方法來改善和增強遊戲。設計師可以選擇適合自己需求的方法(例如 Lazarro 的 4 Fun Keys 理論來幫助組織設計決策)。
3. 啟發新技術:貢獻者們在使用生理技術(如測量玩家在遊戲過程中的心率、微小肌肉運動等)來衡量成功和遊戲體驗方面處於前沿——這些都是尖端、面向未來的技術。
4. 職業提升:提供了如何向管理者推銷可用性的建議,以及如何最佳報告結果。