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.
Author: Regina Bernhaupt
Publisher: Springer Science & Business Media
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.
This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience.
Author: Regina Bernhaupt
Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologically- orientated UX evaluation, user behaviour, telemetry based methods and social play as effective evaluation techniques for gaming design and evolving user-experience. Game User Experience Evaluation allows researchers, PhD students as well as game designers and developers to get an overview on available methods for all stages of the development life cycle.
Games User Research is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry.
Author: Anders Drachen
Publisher: Oxford University Press
Games User Research' is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field.
Master of thesis, FUN in Video Games Thesis University Graduate School of
Indiana University, p. 52, December 2002 9. Köffel, C., Haller, M., Heuristics for
the evaluation of table top games. In: Evaluating User Experiences in Games, ...
Author: Aaron Marcus
The three-volume set LNCS 9746, 9747, and 9748 constitutes the proceedings of the 5th International Conference on Design, User Experience, and Usability, DUXU 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, in Toronto, Canada, in July 2016, jointly with 13 other thematically similar conferences. The total of 1287 papers presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 157 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 67 papers included in this volume are organized in topical sections on emotion, motivation, and persuasion design; DUXU in learning and education; games and gamification; culture, language and DUXU; DUXU for social innovation and sustainability; usability and user experience studies.
Table 6.6 (continued) – These heuristic items does not apply for neither of the
versions of the game and is not applicable to evaluate platform differences in
terms of player experience – GP10 did not receive any feedback regarding the ...
Author: Barbaros Bostan
Publisher: Springer Nature
This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.
In: Bernhaupt, R. (ed.) Evaluating User Experience in Games, vol. 2010, pp. 11–
22. Springer, Heidelberg (2010) Ke, F.: A qualitative meta-analysis of computer
games as learning tools. Handb. Res. Eff. Electron. Gaming Educ. 1, 1–32 (2009)
Author: Aaron Marcus
The three-volume set LNCS 9186, 9187, and 9188 constitutes the proceedings of the 4th International Conference on Design, User Experience, and Usability, DUXU 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, in Los Angeles, CA, USA, in August 2015, jointly with 13 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 132 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 64 papers included in this volume are organized in topical sections on designing the social media experience, designing the learning experience, designing the playing experience, designing the urban experience, designing the driving experience, designing the healthcare patient's experience, and designing for the healthcare professional's experience.
Author: Miguel Angel Garcia-RuizPublish On: 2017-12-19
Demonstrating the Evaluation of the Audio Experience of Games with a Focus on
Altered States of Consciousness Stuart ... Case Study Description: ASC in Games
Challenges: Evaluating Game User Experience Challenges: Evaluating Game ...
Author: Miguel Angel Garcia-Ruiz
Publisher: CRC Press
"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.
A designer needs to understand several aspects of online poker gaming and
need to find answers to the following questions : • Why people play ... An
investigation of different aspects of evaluating user experience of online games is
Serious Games and Heuristic Evaluation – The Cross-Comparison of Existing
Heuristic Evaluation Methods for Games ... the new generations are learning,
getting experience, practice knowledge, gain skills, train their habits and
Author: Aaron Marcus
The four-volume set LNCS 8517, 8518, 8519 and 8520 constitutes the proceedings of the Third International Conference on Design, User Experience and Usability, DUXU 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 256 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 66 papers included in this volume are organized in topical sections on design theories, methods and tools; user experience evaluation; heuristic evaluation; media and design; design and creativity.
Paper presented at FutureEverything, 11-14 May, Manchester, UK Bernhaupt
Regina (Ed.) (2010), Evaluating User Experience in Games: Concepts and
Methods, London, UK, Springer Bogost Ian (2010), Persuasive Games: The
Author: AA. VV.
Publisher: Gangemi Editore Spa
Category: Technology & Engineering
RESEARCH - RICERCA Effectiveness of critical thinking instruction in higher education: a systematic review of intervention studies Dawit T. Tiruneh, An Verburgh, Jan Elen From research assistant to researcher: being wakeful in a mentorship journey about methodology, poverty, and deficit thinking Heather Grenville, Darlene Ciuffetelli Parker Adapting grounded theory in qualitative research: reflections from personal experience Philip Bulawa B-learning quality: dimensions, criteria and pedagogical approach Paula Peres, Luís Lima, Vanda Lima The system learning. Rethinking structures, role and functions of the virtual communities of knowledge and learning Pierfranco Malizia APPLICATIONS - APPLICAZIONI Stability of Russian banking sector: the results of adaptation international standards of banking regulation Svetlana Khasyanova Development of technologies of application of Islamic financial products in the Russian federation Simone La Bella, Vladimir Malyaev Data display in qualitative research Susana Verdinelli, Norma I. Scagnoli The competencies required for effective performance in a University e-learning environment Mitchell Parkes, Christine Reading, Sarah Stein Future direction for next generation Web Young B. Choi, Young Han Choe, Tae H Oh Tablets (iPad) for M-learning in the context of social constructivism to institute an effective learning environment Palmo Thinley, Shlomo Geva, James Reye PowerPoint: IT’s not yes or no, it’s when and how Lois A. Jordan, Raymond Papp Is Finnish higher education a model or a myth? The case study of Erasmus mobility from Italy to Finland Chiara Biasin HIGHLIGHT - PROSPETTIVE A brief outline about FADRIVE. A pattern to improve e-learning Danilo Ceccarelli Morolli PBL Working environment: an expert system for teachers, trainers and headmasters who want to understand and apply the Problem-Based Learning (PBL) pedagogy in their own classroom Susanna Correnti, Luca Angelo Galassi tuBEMATES project: towards a competitive European Higher Education Ilaria Reggiani Simulations and serious games for company businesses Paolo Francescone Learning: the way out Review of OECD (2013), Education at a Glance 2013: OECD Indicators, OECD Publishing. Lisa Reggiani Methodologies for Research-Creation Valentina Cisbani GUIDE Association: Conclusions from the VII International Conference, Guatemala Laura Ricci Upcoming Conferences: VIII GUIDE conference and V Seminar on Education and Communication, Aracaju, Brazil, 19-21 November 2014 New GUIDE Journal: Digital Universities. International best practices and applications CONTRIBUTORS GENERAL INDICATIONS FOR THE AUTHORS
This book addresses emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology.
Author: Tareq Ahram
Publisher: Springer Nature
Category: Technology & Engineering
This book addresses emerging issues in usability, interface design, human–computer interaction, user experience and assistive technology. It highlights research aimed at understanding human interactions with products, services and systems and focuses on finding effective approaches for improving the user experience. It also discusses key issues in designing and providing assistive devices and services for individuals with disabilities or impairment, offering them support with mobility, communication, positioning, environmental control and daily living. The book covers modeling as well as innovative design concepts, with a special emphasis on user-centered design, and design for specific populations, particularly the elderly. Further topics include virtual reality, digital environments, gaming, heuristic evaluation and forms of device interface feedback (e.g. visual and haptic). Based on the AHFE 2020 Virtual Conference on Usability and User Experience, the AHFE 2020 Virtual Conference on Human Factors and Assistive Technology, the AHFE Virtual Conference on Human Factors and Wearable Technologies, and the AHFE 2020 Virtual Conference on Virtual Environments and Game Design, held on July 16–20, 2020, it provides academics and professionals with an extensive source of information and a timely guide to tools, applications and future challenges in these fields.
Educational Video Games Evaluation: An Approach Based on the Educational
Playability Amer Ibrahim, Francisco Gutiérrez Vela, ... Abstract: Educational video games (EVG) provide a rich platform to improve Player Experience (PX), and
constitute some of the ... Our objective of using this approach is to ensure a good
playable-learnable video game, with a high degree of acceptance among end users.
User Experience: A Research Agenda. ... Heuristics forDesigning Enjoyable
UserInterfaces: Lessons from Computer Games, in Human Factorsin Computer
Systems, J.C. Thomas and M.L. ... Designing and Evaluating User Experience.
Author: Professor Guy A Boy
Publisher: Ashgate Publishing, Ltd.
The Handbook of Human-Machine Interaction features 20 original chapters and a conclusion focusing on human-machine interaction (HMI) from analysis, design and evaluation perspectives. It offers a comprehensive range of principles, methods, techniques and tools to provide the reader with a clear knowledge of the current academic and industry practice and debate that define the field. The text considers physical, cognitive, social and emotional aspects and is illustrated by key application domains such as aerospace, automotive, medicine and defence. Above all, this volume is designed as a research guide that will both inform readers on the basics of human-machine interaction from academic and industrial perspectives and also provide a view ahead at the means through which human-centered designers, including engineers and human factors specialists, will attempt to design and develop human-machine systems.
4th Edition THE GUIDE TO SIMULATIONS / GAMES FOR EDUCATION AND
TRAINING edited by ROBERT E. HORN ... Listings have been restricted to those
materials confirmed through the publishers as available , guaranteeing potential users a high rate of success in obtaining them . ... Unique to this edition are
twenty - four essays evaluating and comparing simulations in a variety of subject
areas , written by experts who have had firsthand experience with the material , in
a format ...
The story needs to be analyzed for its ability to capture the attention of the user
and its ability to complement, and not overwhelm or distract ... narrative along,
and may not adequately embrace the added nuances and ambiguities that story
content has brought to the experience. ... FORMATIVE EVALUATION Once the
research and data collection have coalesced 136 Story, Simulations, and Serious Games.
Author: Nick Iuppa
Publisher: Taylor & Francis
How to create a simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story is a difficult task indeed. This book examines how to create an engaging, effective story (necessary to teach participants), while relating practical considerations of building a simulation. It also looks at stories as classic ways of teaching and gathering knowledge and considers other theories of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It also discusses enabling technologies in artificial intelligence, synthetic characters design and development, speech recognition technology, 3D modelling, and the future of story-driven games. Story Driven Simulations reviews the existing efforts in this field as well as focusing on the recent efforts of Paramount Pictures and The Institute for Creative Technologies at the University of Southern California, where this expert author team created successful simulations for the U.S. Army, Department of Defense, as well as other educational simulations.
Modeled emotions took the maximum potential experience into consideration ,
whereas the same was not true of reported emotion . ... This is especially
important for evaluating user experience with entertainment technology ,
because the success is determined by the process of ... to special issue on
ubiquitous games .
Author: Rebecca Grinter
Publisher: Association for Computing Machinery (ACM)
Research publications are often mentioned in game industry journals and the
trade publications alone can help you ... of anticipated releases , and they
demonstrate your library ' s willingness to support the user experience of gaming
. ... Game design companies regularly ask for any mods a potential recruit has
created to be included in their portfolio as a means of evaluating the individual ' s
Author: Amy Harris
Publisher: Association of College & Research Libraries
Category: Language Arts & Disciplines
This book aims to show how librarians in colleges and universities of varying sizes, populations, and locations have successfully incorporated gaming into their libraries.-Introduction. In an attempt to encompass the variety of ways games are being incorporated into libraries, this book has been divided into three sections: game collections and curricular support, gaming as marketing and gaming as an information literacy tool.
13 12 What is user experience design (UXD)? In this chapter, we explore the
idea that human experience of the ... At the end of the book we introduce tools
and processes for evaluating user experience. ... 1.8 'Wondermind' 'Wondermind'
is a collection of online games and interactive films designed to teach the
principles of ...
Author: Gavin Allanwood
Publisher: Bloomsbury Publishing
By putting people at the centre of interactive design, user experience (UX) techniques are now right at the heart of digital media design and development. As a designer, you need to create work that will impact positively on everyone who is exposed to it. Whether it's passive and immutable or interactive and dynamic, the success of your design will depend largely on how well the user experience is constructed. User Experience Design shows how researching and understanding users' expectations and motivations can help you develop effective, targeted designs. The authors explore the use of scenarios, personas and prototyping in idea development, and will help you get the most out of the latest tools and techniques to produce interactive designs that users will love. With practical projects to get you started, and stunning examples from some of today's most innovative studios, this is an essential introduction to modern UXD.
The 50 papers included in this volume are organized in topical sections on design, education and creativity, GUI, visualization and image design, multimodal DUXU, and mobile DUXU.
Author: Aaron Marcus
The three-volume set LNCS 10918, 10919, and 10290 constitutes the proceedings of the 7th International Conference on Design, User Experience, and Usability, DUXU 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The total of 1171 papers presented at the HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The total of 165 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 50 papers included in this volume are organized in topical sections on design, education and creativity, GUI, visualization and image design, multimodal DUXU, and mobile DUXU.