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Beschreibung

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

07.04.2020

Herausgeber

Barbaros Bostan

Verlag

Springer

Seitenzahl

496

Maße (L/B/H)

24,1/16/3,3 cm

Gewicht

922 g

Auflage

1st ed. 2020

Sprache

Englisch

ISBN

978-3-030-37642-0

Beschreibung

Portrait

Barbaros Bostan is an Associate Professor in the Digital Game Design department at the Bahcesehir University/Turkey. He has a Ph.D. in Information Systems (2007) from Marmara University, an M.B.A. (2003) from Yeditepe University, and a B.S. in Electronics and Communication Engineering (2001) from Istanbul Technical University. He worked as a post-doc researcher at IDM Institute, Games Lab of the National University of Singapore between 2008 and 2010. His research areas include computer games, presence, interactivity, gamer psychology, player motivations and player profiling. Bostan has teaching experience in the areas of game history and analysis, storytelling in games, player psychology, research methods and interactive narrative. He reviews journal articles and book chapters for various journals and publishers, local and international. He was the editor of Gamer Psychology and Behavior book published by Springer. He was also one of the section editors of Encyclopedia of Computer Graphics and Games published by Springer. 

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

07.04.2020

Herausgeber

Barbaros Bostan

Verlag

Springer

Seitenzahl

496

Maße (L/B/H)

24,1/16/3,3 cm

Gewicht

922 g

Auflage

1st ed. 2020

Sprache

Englisch

ISBN

978-3-030-37642-0

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: GPSR Kontakt

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  • Produktbild: Game User Experience And Player-Centered Design
  • Produktbild: Game User Experience And Player-Centered Design
  • Table of Contents 

    SECTION 1: COGNITION AND PLAYER PSYCHOLOGY

    Chapter 1:     ERP Correlates of Working Memory Load in Excessive Video Game Players Author(s): Metehan Irak, Can Soylu, Özüm Karya Sakman and Gözem Turan 

    Chapter 2:     Integrate: A Digital Game for Testing Conformity in Decision Making Author(s): Sidan Fan, Sonya I. McCree, Jin H. Kim, and Sercan Şengün

    Chapter 3:  Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study Author(s): Metehan Irak, Can Soylu, Ceyda Tümen and Gözem Turan 

    Chapter 4: 4 Pillars Of Healthy Escapism In Games: Emotion Regulation, Mood Management, Coping And Recovery Author(s): Mehmet Kosa, Ahmet Uysal

    Chapter 5: User Experience and Motivation of Professional Video Game Players: A Case Study of E-sports in Turkey Author(s): Orfan Efe Ozenc

    SECTION 2: MODELLING AND MEASURING PLAYER EXPERIENCE

    Chapter 6:   Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach Author(s): Çakır Aker, Kerem Rizvanoglu, Yavuz Inal

    Chapter 7: Developing Gaming Instinctual Motivation Scale (GIMS): Item Development and Pre-testing Author(s): Ai Ni Teoh, Divjyot Kaur, Roberto Dillon, Dayana Hristova

    Chapter 8: The GEM Game Experience Model Author(s): Tomi “bgt” Suovuo, Natasha Trygg, Tapani N. Joelsson, Werner Ravyse, Petter Skult, Jouni Smed

    Chapter 9: Driven, Imaginative, and Casual Gameplay Experiences Author(s): Jukka Vahlo, Aki Koponen  

    Chapter 10: Physiological Measures in Game User Research Author(s): Ecehan Akan, Mehmet İlker Berkman



    SECTION 3: GAME DESIGN AND PLAYER EXPERIENCE

    Chapter 11:  The Ethics of Game Experience Author(s): Sami Hyrynsalm, Kai K. Kimppa, Jouni Smed 

    Chapter 12:   Death and Rebirth in Platformer Games Author(s): Marjorie Ann M. Cuerdo, Edward Melcer 

    Chapter 13: Player-Centered Design in Role-Playing Game Branching Dialogue Systems Author(s): Leanne Taylor-Giles

    Chapter 14: Designing a Cad Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study Author(s): Çetin Tüker, Güven Çatak

     

    SECTION 4: CASE STUDIES OF COMPUTER GAMES

    Chapter 15:  The Relationship Between Cohesive Game Design and Player Immersion: A Case Study of Original Versus Reboot Thief Author(s): Ysabelle Coutu, Yukie Chang, Wendi Zhang, Sercan Şengün

    Chapter 16:   Empathy and Choice in Story Driven Games: A Case Study of Telltale Games Author(s): Barbaros Bostan, Önder Yönet, Vugar Sevdimaliyev

    Chapter 17: Gender Representation and Diversity in Contemporary Video Games Author(s): Ertugrul Sungu

    Chapter 18: A Deadly Game User Experience: The Case of #BlueWhaleChallenge Author(s): Selcen Ozturkcan, Mesut Ozdinc  

    Chapter 19:   Exploring Experiental Spaces in Video Games: Case Studies of Papers Please, Beholder and Mirror's Edge Author(s): Simay Gizem Cavusoglu, Guven Catak 

     

    SECTION 5: NEW TECHNOLOGIES AND PLAYER EXPERIENCE

    Chapter 20:   Immersiveness and Usability in VR: A Comparative Study of Monstrum and Fruit Ninja Author(s): Ysabelle Coutu, Yukie Chang, Wendi Zhang, Sercan Şengün

    Chapter 21:  Interactive Storytelling in Extended Reality: Concepts for the Design Author(s): Natasha Skult, Jouni Smed

    Chapter 22:  Using AR Mechanics and Emergent Narratives to Tell Better Stories Author(s): Matthue Roth