• Produktbild: Game User Experience And Player-Centered Design
  • Produktbild: Game User Experience And Player-Centered Design

Game User Experience And Player-Centered Design

175,99 €

inkl. gesetzl. MwSt., Versandkostenfrei

Lieferung nach Hause

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

07.04.2021

Herausgeber

Barbaros Bostan

Verlag

Springer

Seitenzahl

496

Maße (L/B/H)

23,5/15,5/2,8 cm

Gewicht

762 g

Auflage

1st ed. 2020

Sprache

Englisch

ISBN

978-3-030-37645-1

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

Taschenbuch

Erscheinungsdatum

07.04.2021

Herausgeber

Barbaros Bostan

Verlag

Springer

Seitenzahl

496

Maße (L/B/H)

23,5/15,5/2,8 cm

Gewicht

762 g

Auflage

1st ed. 2020

Sprache

Englisch

ISBN

978-3-030-37645-1

Herstelleradresse

Springer-Verlag KG
Sachsenplatz 4-6
1201 Wien
AT

Email: GPSR Kontakt

Noch keine Bewertungen vorhanden

Verfassen Sie die erste Bewertung zu diesem Artikel

Helfen Sie anderen Kundinnen und Kunden durch Ihre Meinung.

Kundinnen und Kunden meinen

Bewertungen (0)

  • Produktbild: Game User Experience And Player-Centered Design
  • Produktbild: Game User Experience And Player-Centered Design
  • Section 1: Cognition and Player Psychology.- Chapter 1:  ERP Correlates of Working Memory Load in Excessive Video Game Players.- Chapter 2:  Integrate: A Digital Game for Testing Conformity in Decision Making.- Chapter 3:  Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study.- Chapter 4: 4 Pillars Of Healthy Escapism In Games: Emotion Regulation, Mood Management, Coping And Recovery.- Chapter 5: User Experience and Motivation of Professional Video Game Players: A Case Study of E-sports in Turkey.- Section 2: Modelling and measuring Player Experience.- Chapter 6:  Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach.- Chapter 7: Developing Gaming Instinctual Motivation Scale (GIMS): Item Development and Pre-testing.- Chapter 8: The GEM Game Experience Model.- Chapter 9: Driven, Imaginative, and Casual Gameplay Experiences.- Chapter 10: Physiological Measures in Game User Research.- Section 3: Game Design and Player Experience.- Chapter 11: The Ethics of Game Experience.- Chapter 12: Death and Rebirth in Platformer Games.- Chapter 13: Player-Centered Design in Role-Playing Game Branching Dialogue Systems.- Chapter 14: Designing a Cad Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study.- 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.- Chapter 16:   Empathy and Choice in Story Driven Games: A Case Study of Telltale Games.- Chapter 17: Gender Representation and Diversity in Contemporary Video Games.- Chapter 18: A Deadly Game User Experience: The Case of #BlueWhaleChallenge.- Chapter 19: Exploring Experiental Spaces in Video Games: Case Studies of Papers Please, Beholder and Mirror's Edge.- Section 5: New Technologies and Player Experience.- Chapter 20: Immersiveness andUsability in VR: A Comparative Study of Monstrum and Fruit Ninja.- Chapter 21: Interactive Storytelling in Extended Reality: Concepts for the Design.- Chapter 22: Using AR Mechanics and Emergent Narratives to Tell Better Stories.