Affordance Theory in Game Design: A Guide Toward Understanding Players
暫譯: 遊戲設計中的可供性理論:理解玩家的指南

Aslam, Hamna, Brown, Joseph Alexander

  • 出版商: Morgan & Claypool
  • 出版日期: 2020-03-26
  • 售價: $2,230
  • 貴賓價: 9.5$2,119
  • 語言: 英文
  • 頁數: 111
  • 裝訂: Hardcover - also called cloth, retail trade, or trade
  • ISBN: 168173754X
  • ISBN-13: 9781681737546
  • 相關分類: 遊戲設計 Game-design
  • 海外代購書籍(需單獨結帳)

相關主題

商品描述

Games, whether educational or recreational, are meant to be fun. How do we ensure that the game delivers its intent?

The answer to this question is playtesting. However, a haphazard playtest process cannot discover play experience from various dimensions. Players' perceptions, affordances, age, gender, culture, and many more human factors influence play experience. A playtest requires an intensive experimental process and scientific protocols to ensure that the outcomes seen are reliable for the designer.

Playtesting and players' affordances are the focus of this book. This book is not just about the playtest procedures but also demonstrates how they lead to the conclusions obtained when considering data sets. The playtest process or playtest stories differ according to the hypothesis under investigation. We cover examples of playtesting to identify the impact of human factors, such as age and gender, to examine a player's preferences for game objects' design and colors. The book details topics to reflect on possible emotional outcomes of the player at the early stages of game design as well as the methodology for presenting questions to players in such a way as to elicit authentic feedback.

This book is intended mainly for game designers, researchers, and developers. However, it provides a general understanding of affordances and human factors that can be informative for readers working in any domain.

商品描述(中文翻譯)

遊戲,無論是教育性還是娛樂性,都是為了帶來樂趣。我們如何確保遊戲能夠實現其意圖?

這個問題的答案是遊戲測試(playtesting)。然而,隨意的遊戲測試過程無法從各個維度發現遊玩體驗。玩家的感知、可供性(affordances)、年齡、性別、文化以及許多其他人類因素都會影響遊玩體驗。遊戲測試需要一個密集的實驗過程和科學的程序,以確保所觀察到的結果對設計者來說是可靠的。

本書的重點是遊戲測試和玩家的可供性。本書不僅僅是關於遊戲測試程序,還展示了這些程序如何導致在考慮數據集時所獲得的結論。遊戲測試過程或遊戲測試故事根據所研究的假設而有所不同。我們涵蓋了遊戲測試的例子,以識別人類因素(如年齡和性別)的影響,並檢查玩家對遊戲物件設計和顏色的偏好。本書詳細探討了在遊戲設計早期階段反思玩家可能的情感結果的主題,以及以引出真實反饋的方式向玩家提出問題的方法論。

本書主要針對遊戲設計師、研究人員和開發者。然而,它提供了對可供性和人類因素的一般理解,對於在任何領域工作的讀者都具有參考價值。