Games User Research: A Case Study Approach

Miguel Angel Garcia-Ruiz (Editor)

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商品描述

"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field."
―Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword

Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes.

The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming.

Games User Research: A Case Study Approach

provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.

商品描述(中文翻譯)

「從根本上說,製作遊戲就是與他人合作設計,每個人從不同的角度貢獻力量,以打造最佳的產品。最終,Garcia-Ruiz選擇了一系列章節,展示了在遊戲開發和與他人合作方面的多個不同方面,從而提升了該領域的專業水平。」- Veronica Zammitto, 高級主導遊戲使用者研究,美國電子藝術公司,引言

「可用性是指使產品易於使用,同時滿足目標用戶的需求。應用於視頻遊戲中,這意味著使遊戲對玩家來說易於接觸和享受。具有高可用性的視頻遊戲通常能夠高效且頻繁地進行遊玩,同時銷售量也較高。」

「本書中的案例研究介紹了最新的跨學科研究和遊戲使用者研究應用,以確定和開發在人機界面層面上改善視頻遊戲使用者體驗的可用性。其中一些研究領域包括在與兒童進行可用性測試時的實際和倫理考慮、遊戲中的音頻體驗、有形和圖形遊戲界面、控制器測試以及移動遊戲的商業模式。」

「《遊戲使用者研究:案例研究方法》為研究人員、從業人員、講師和學生提供了一個非常有用的資源,用於開發和應用測試玩家可用性的方法,以及進行遊戲使用者研究。它提供了必要的理論和實踐背景,用於設計和進行一個測試,以改善玩家與遊戲之間的人機交互。」