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  1. Better game characters by design
    a psychological approach
    Erschienen: 2006
    Verlag:  Morgan Kaufmann, Amsterdam [u.a.]

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781558609211; 1558609210
    RVK Klassifikation: AP 99550 ; SU 500
    Schriftenreihe: The Morgan Kaufmann series in interactive 3D technology
    Schlagworte: Computer games; Computer games
    Umfang: XXVII, 336 S., Ill., graph. Darst., 24 cm
    Bemerkung(en):

    Literaturangaben

  2. Game usability
    advice from the experts for advancing the player experience
    Erschienen: 2008
    Verlag:  Elsevier/Morgan Kaufmann, Boca Raton, Fla. [u.a.]

    Staats- und Universitätsbibliothek Bremen
    n 581/833
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Staats- und Universitätsbibliothek Bremen
    com 595/25
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    A ISB 42550
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    UB Weimar
    267 204
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    Hochschule Harz, Hauptbibliothek, Standort Wernigerode / Harz
    DED 200 0683
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 0123744474; 9780123744470
    RVK Klassifikation: ST 252
    Schlagworte: Computer games; Computer games
    Umfang: X, 388 S, Ill., graph. Darst., 24cm
  3. Better game characters by design
    a psychological approach
    Erschienen: 2006
    Verlag:  Elsevier/Morgan Kaufmann, Amsterdam [u.a.]

    Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be... mehr

    Staats- und Universitätsbibliothek Bremen
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    Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Designgives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results. * Includes extensive illustrations, game examples, interviews with game designers, and clips from popular games on the DVD to illustrate concepts and best practices * Uses a non-technical approach appropriate for artists and designers as well as developers * Introduces and explains key concepts from psychology and social science, including cultural and gender specific roles and perceptions, and includes design exercises to explore ideas further

     

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    Volltext (An electronic book accessible through the World Wide Web; click for information)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781558609211
    RVK Klassifikation: SU 500
    Schriftenreihe: The Morgan Kaufmann series in interactive 3D technology
    Schlagworte: Computer games; Computer games
    Umfang: Online-Ressource (XXVII, 336 S)
    Bemerkung(en):

    Includes bibliographical references and index

    Electronic reproduction; Mode of access: World Wide Web

    Front Cover; Title Page; Copyright Page; About the Author; Table of Contents; Foreword; Preface; About the DVD-ROM; Part I First Impressions; What Is Covered and Why; Who Will Find Part I Most Useful; Overview of Key Concepts; Take-Aways from Part I; Chapter 1 Social Surface; 1.1 What Is Covered and Why; 1.2 The Psychological Principles; 1.3 Design Pointers; 1.4 Interview: Gonzalo Frasca; 1.5 Summary and What Is Next; 1.6 Exercises; 1.7 Further Reading; Chapter 2 Practical Questions-Dominance, Friendliness, and Personality; 2.1 What Is Covered and Why; 2.2 The Psychological Principles

    2.3 Design Pointers2.4 Summary and What Is Next; 2.5 Exercises; 2.6 Further Reading; Part II Focus on the Player; What Is Covered and Why; Who Will Find Part II Most Useful; Overview of Key Concepts; Take-Aways from Part II; Chapter 3 Culture; 3.1 What Is Covered and Why; 3.2 The Psychological Principles; 3.3 Design Pointers; 3.4 Interview: Ryoichi Hasegawa and Roppyaku Tsurumi of Sony; 3.5 Interview: W. Lewis Johnson; 3.6 Summary and What Is Next; 3.7 Exercises; 3.8 Further Reading; Chapter 4 Gender; 4.1 What Is Covered and Why; 4.2 The Psychological Principles; 4.3 Design Pointers

    4.4 Interviews with Gamers-Personal Perspectives4.5 Summary and What Is Next; 4.6 Exercises; 4.7 Further Reading; 4.8 Acknowledgments; Part III Using a Character's Social Equipment; What Is Covered and Why; Who Will Find Part III Most Useful; Overview of Key Concepts; Take-Aways from Part III; Chapter 5 The Face; 5.1 What Is Covered and Why; 5.2 The Psychological Principles; 5.3 Design Pointers; 5.4 Summary and What Is Next; 5.5 Exercise: Contagious Emotions; 5.6 Further Reading; Chapter 6 The Body; 6.1 What Is Covered and Why; 6.2 The Psychological Principles; 6.3 Design Pointers

    6.4 Interview: Chuck Clanton6.5 Summary and What Is Next; 6.6 Exercise: Social Bodies; 6.7 Further Reading; Chapter 7 The Voice; 7.1 What Is Covered and Why; 7.2 The Psychological Principles; 7.3 Design Pointers; 7.4 Future Directions-Emotion Detection; 7.5 Interview: MIT Media Lab's Zeynep Inanoglu and Ron Caneel; 7.6 Summary and What Is Next; 7.7 Exercise:Developing a Social "Ear"; 7.8 Further Reading; 7.9 Answers to Exercises; Part IV Characters in Action; What Is Covered and Why; Who Will Find Part IV Most Useful; Overview of Key Concepts; Take-Aways from Part IV

    Chapter 8 Player-Characters8.1 What Is Covered and Why; 8.2 The Psychological Principles; 8.3 Design Pointers; 8.4 Interview: Marc Laidlaw; 8.5 Summary and What Is Next; 8.6 Exercises; 8.7 Further Reading; 8.8 Acknowledgments; Chapter 9 Nonplayer-Characters; 9.1 What Is Covered and Why; 9.2 The Psychological Principles; 9.3 Dimensions of Social Roles and NPCs; 9.4 Common Social Roles in Games; 9.5 Design Guidelines; 9.6 Summary and What Is Next; 9.7 Exercises; 9.8 Further Reading; Part V Putting It All Together; What Is Covered and Why; Who Will Find Part V Most Useful

    Overview of Key Concepts