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| Document Type: | Book |
|---|---|
| All Authors / Contributors: |
Celia Hodent |
| ISBN: | 9781498775502 1498775500 9781138089969 1138089966 |
| OCLC Number: | 979565502 |
| Description: | xv, 250 pages ; 24 cm |
| Contents: | Why you should care about the gamer's brain : Disclaimer: the "neuro-hype" trap -- Part I. Understanding the brain : Overview about the brain : Brain and mind myths ; Cognitive biases ; Mental models and the player-centered approach ; How the brain works, in a nutshell -- Perception : How perception works ; Limitations of human perception ; Application to games : Know your audience; Playtest your game regularly and test your iconography; Use Gestalt principles of perception; Use affordances; Understand visual imagery and mental rotation; Be aware of the Weber-Fechner bias -- Memory : How memory works : Sensory memory; Short-term memory; Working memory; Long-term memory ; Limitations of human memory ; Application to games : Spacing effect and level design; Reminders -- Attention : How attention works ; Limitations of human attention ; Application to games -- Motivation : Implicit motivation and biological drives ; Environmental-shaped motivation and learned drives : Extrinsic motivation: of carrots and ducks; Continuous and intermittent rewards ; Intrinsic motivation and cognitive needs : Undermining effect of extrinsic incentives; Self-determination theory; The theory of flow ; Personality and individual needs ; Application to games ; Quick note on the importance of meaning -- Emotion : When emotion guides our cognition : The influence of the limbic system; The somatic markers theory ; When emotion "tricks" us ; Application to games -- Learning principles : Behavioral psychology principles : Classical conditioning; Operant conditioning ; Cognitive psychology principles ; Constructivist principles ; Application to games: learning by doing with meaning -- Understanding the brain: takeaway : Perception ; Memory ; Attention ; Motivation ; Emotion ; Learning principles -- Part II. A UX framework for video games : Game user experience: overview : A short history of UX ; Debunking UX misconceptions : UX will distort the design intents and make the game easier; UX will restrict the creativity of the team; UX is yet another option ; UX is just common sense; There is not enough time or money to consider UX -- Usability : Usability heuristics in software and video games ; Seven usability pillars for game UX : Signs and feedback; Clarity; Form follows function; Consistency; Minimum workload; Error prevention and error recovery; Flexibility -- Engage-ability : Three engage-ability pillars for game UX ; Motivation : Intrinsic motivation: competence, automony, relatedness; Extrinsic motivation, learned needs, and rewards; Individual needs and implicit motives ; Emotion : Game feel; Discovery, novelty, and surprises ; Game flow : Difficulty curve: challenge and pacing; Learning curve and onboarding -- Design thinking Iterative cycle ; Affordances ; Onboarding plan -- Game user research : The scientific method ; User research methodologies and tools : UX tests; Surveys; Heuristic evaluations; Rapid internal tests; Personas; Analytics ; Final user research tips -- Game analytics : The wonders and dangers of telemetry : Statistical fallacies and other data limitations; Cognitive biases and other human limitations ; UX and analytics : Defining hypotheses and exploratory questions; Defining metrics -- UX strategy : UX at the project team level ; UX in the production pipeline ; Conception; preproduction; Production; Alpha; Beta/live ; UX at the studio level -- Concluding remarks : Key takeaways ; Playful learning (or game-based learning) : Making educational games engaging ; Making game-based learning truly educational ; "Serious games" and "gamification" ; Tips for students interested in game UX ; Parting words. |
| Responsibility: | Celia Hodent. |
Abstract:
Reviews
Publisher Synopsis
"The beauty of this book is that it is two things at the same time:1. An amazingly complete introduction to psychology, using examples from video games to make the concepts clear and memorable.2. An amazingly complete introduction to video game design, using psychology to help design more compelling games.So whether you are a game designer, a player, or someone wishing to understand psychology, this is the book for you."-Don Norman, Director, the Design Lab at the University of California, San DiegoAuthor of The Design of Everyday Things"By blending up-to-date brain science with game-relevant UX design principles, this book doesn't just give great tips about how to make better games, it gives designers the mental tools to get better at thinking about games. Read this, and suddenly you'll know what you're talking about."-Jesse Schell, Game Designer, author of The Art of Game Design"This book is an invaluable asset for game developers, whether you work in game design, user experience, or programming. With a lucid overview of the current best knowledge from cognitive psychology, Hodent provides guidelines and approaches to improve the game experience for players that are based on actual science."-Raph Koster, Game Designer, author of A Theory of Fun for Game Design Read more...

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Related Subjects:(10)
- Video games -- Design.
- Video games -- Psychological aspects.
- Human-computer interaction.
- Neurosciences.
- Benutzerfreundlichkeit
- Benutzerrückmeldung
- Computerspiel
- Design
- Neurowissenschaften
- Programmierung
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by aewicke updated 2019-04-26
