<p>"Playtesting is the most challenging, and most mysterious part of game development, and this book is by far, the most thorough and practical collection of writings on the subject. I plan to return to it again and again -- there is just so much to draw from! Anyone who reads it will be able to playtest their games well, and with confidence."<br /><br />Jesse Schell, Professor of Entertainment Technology, Carnegie Mellon University<br /><br />".Games user research has taken leaps and bounds over the past 10 years, as evidenced by the content of this book.We encourage the readers to use this resource as a great starting point for strengthening the discipline while taking us into the future.<br /><br />Randy Pagulayan, Microsoft Game Studios & Dennis Wixon, Microsoft Surfaces<br /><br />"Katherine Isbister's "Game Usability is a multi-faceted look at a critical component of modern game design, full of excellent case studies by usability experts, industry leaders and cutting edge researchers. The methods found here will be useful to anyone interested in honing the player experience of their commercial, independent or academic games." <br /><br />Tracy Fullerton, Associate Professor USC School of Cinematic Arts; Director, EA Game Innovation Lab<br /><br />"On first blush, usability and game design look like oil and water: they don't seem to mix. One appears scientific, the other creative; one dispassionate, the other sentimental. This book offers a variety of promising ways to put the two together, ways that suggest general lessons in how design can learn from a measure of impartiality, and usability from a measure of passion." <br /><br />Ian Bogost, Associate Professor in the School of Literature Communication and Culture, The Georgia Institute of Technology, and Founding Partner, Persuasive Games</p>

Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games.Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.
Les mer
Gives game designers an understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. This book also includes advice on how to include usability in development timelines, and how to advocate for usability and communicate results to higher-ups effectively.
Les mer

Produktdetaljer

ISBN
9781138403239
Publisert
2017-07-26
Utgiver
Taylor & Francis Ltd
Vekt
453 gr
Høyde
235 mm
Bredde
191 mm
Aldersnivå
U, 05
Språk
Product language
Engelsk
Format
Product format
Innbundet