Format:
1 Online-Ressource (1 PDF (xiii, 97 pages))
,
illustrations (some color)
Edition:
Also available in print
ISBN:
9781681737539
Series Statement:
Synthesis lectures on games and computational intelligence #6
Content:
1. Introduction -- 1.1. How to read the book
Content:
2. Affordance theory and game design -- 2.1. James Jerome Gibson and Donald Norman's affordance theories -- 2.2. how can affordances be investigated? -- 2.3. playtest leading to Gibson and Norman's affordances analysis
Content:
3. a focused conversational model for game design and playtest -- 3.1. The CARD model -- 3.2. The focused conversation model--ORID -- 3.3. Case study -- 3.4. Findings -- 3.5. Conclusions
Content:
4. A designer's reflection on game design considering players' emotions -- 4.1. Question-based iterative process -- 4.2. Reflection on seven questions process -- 4.3. Incorporation to other game design approaches -- 4.4. Discussion
Content:
5. Age and play -- 5.1. Age and play -- 5.2. Playtest -- 5.3. Analysis of participants' responses -- 5.4. Discussion
Content:
6. Gender and play -- 6.1. Methodology -- 6.2. Tested game -- 6.3. Experimental design -- 6.4. Results and analysis -- 6.5. Conclusions
Content:
7. Player perceptions of odd-shaped dice for Dungeons & dragons -- 7.1. Experimental design -- 7.2. Results and discussion -- 7.3. Evaluation of fairness -- 7.4. Playtest and playtesters' enjoyability -- 7.5. Recommendations for future work -- 7.6. Game rules -- 7.7. Health characteristics and actions
Content:
8. Dice design and player preferences for colors and contrast -- 8.1. Experiments -- 8.2. Experiment results -- 8.3. Some comments for the game designers
Content:
9. Conclusions -- A. Statistics -- A.1. Common errors -- A.2. Tests used in this book -- A.3. T/Z-tests.
Content:
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
Note:
Part of: Synthesis digital library of engineering and computer science
,
Includes bibliographical references (pages 91-95)
,
Compendex
,
INSPEC
,
Google scholar
,
Google book search
,
Also available in print.
,
Mode of access: World Wide Web.
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System requirements: Adobe Acrobat Reader.
Additional Edition:
ISBN 9781681737546
Additional Edition:
ISBN 9781681737522
Additional Edition:
Erscheint auch als Druck-Ausgabe ISBN 9781681737546
Additional Edition:
ISBN 9781681737522
Language:
English
Keywords:
Electronic books