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  1. Affordance theory in game design
    a guide toward understanding players
    Erschienen: [2020]
    Verlag:  Morgan & Claypool Publishers, [San Rafael, California]

    Preface -- Acknowledgments -- Introduction -- Affordance Theory and Game Design -- A Focused Conversational Model for Game Design and Playtest -- A Designer's Reflection on Game Design Considering Players' Emotions -- Age and Play -- Gender and Play... mehr

    Zugang:
    Verlag (lizenzpflichtig)
    Universität Potsdam, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Preface -- Acknowledgments -- Introduction -- Affordance Theory and Game Design -- A Focused Conversational Model for Game Design and Playtest -- A Designer's Reflection on Game Design Considering Players' Emotions -- Age and Play -- Gender and Play -- Player Perceptions of Odd-Shaped Dice for Dungeons & Dragons/ Dice Design and Player Preferences for Colors and Contrast -- Conclusions -- Bibliography -- Authors' Biographies. 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.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781681737539
    Weitere Identifier:
    Schriftenreihe: Synthesis lectures on games and computational intelligence ; #6
    Array
    Synthesis digital library of engineering and computer science
    Schlagworte: Mathematics.; Engineering.; Computational intelligence.; Popular Culture.; Artificial intelligence.
    Umfang: 1 Online-Ressource (xiii, 97 Seiten), Illustrationen
  2. Affordance theory in game design
    a guide toward understanding players
    Erschienen: [2020]
    Verlag:  Morgan & Claypool Publishers, [San Rafael, California]

    Preface -- Acknowledgments -- Introduction -- Affordance Theory and Game Design -- A Focused Conversational Model for Game Design and Playtest -- A Designer's Reflection on Game Design Considering Players' Emotions -- Age and Play -- Gender and Play... mehr

    Zugang:
    Verlag (lizenzpflichtig)
    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    keine Fernleihe
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    keine Fernleihe
    Bibliotheksservice-Zentrum Baden-Württemberg (BSZ)
    keine Fernleihe
    Universitätsbibliothek Mannheim
    keine Fernleihe
    Universität Potsdam, Universitätsbibliothek
    keine Fernleihe
    Universitätsbibliothek Rostock
    keine Fernleihe

     

    Preface -- Acknowledgments -- Introduction -- Affordance Theory and Game Design -- A Focused Conversational Model for Game Design and Playtest -- A Designer's Reflection on Game Design Considering Players' Emotions -- Age and Play -- Gender and Play -- Player Perceptions of Odd-Shaped Dice for Dungeons & Dragons/ Dice Design and Player Preferences for Colors and Contrast -- Conclusions -- Bibliography -- Authors' Biographies. 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.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781681737539
    Weitere Identifier:
    Schriftenreihe: Synthesis lectures on games and computational intelligence ; #6
    Array
    Synthesis digital library of engineering and computer science
    Schlagworte: Mathematics.; Engineering.; Computational intelligence.; Popular Culture.; Artificial intelligence.
    Umfang: 1 Online-Ressource (xiii, 97 Seiten), Illustrationen
  3. Affordance theory in game design
    a guide toward understanding players
    Erschienen: [2020]
    Verlag:  Morgan & Claypool Publishers, [San Rafael, California]

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Regensburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781681737539
    Weitere Identifier:
    Schriftenreihe: Synthesis lectures on games and computational intelligence ; #6
    Schlagworte: Softwareentwicklung; Computerspiel; Künstliche Intelligenz
    Umfang: 1 Online-Ressource (xiii, 97 Seiten), Illustrationen