Record ID | marc_columbia/Columbia-extract-20221130-033.mrc:469027747:7535 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-033.mrc:469027747:7535?format=raw |
LEADER: 07535cam a2200601Mi 4500
001 16284409
005 20220528232956.0
006 m o d
007 cr |n|---|||||
008 161224s2008 vtu ob 001 0 eng d
035 $a(OCoLC)ocn967107865
035 $a(NNC)16284409
040 $aEBLCP$beng$epn$cEBLCP$dOCLCQ$dNLE$dMERUC$dOCLCQ$dIDB$dOCLCO$dOCLCF$dOCLCQ$dOCLCO$dAU@$dOCLCQ$dOTZ$dTYFRS$dOCLCQ$dK6U$dOCLCQ$dOCLCO
020 $a9781498759571
020 $a1498759572
020 $a9780080922423
020 $a0080922422
020 $z9781138403239
020 $z9780123744470
024 7 $a10.1201/b14580$2doi
035 $a(OCoLC)967107865
050 4 $aQA76.76.C672
072 7 $aART$x046000$2bisacsh
072 7 $aCOM$x012040$2bisacsh
082 04 $a794.81
049 $aZCUA
100 1 $aIsbister, Katherine.
245 10 $aGame Usability :$bAdvancing the Player Experience.
260 $aBurlington :$bCRC Press,$c2008.
300 $a1 online resource (398 pages)
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
588 0 $aPrint version record.
505 0 $aFront Cover; Table of Contents; Foreword; Part I: What is Usability and Why Should I Care?; 1. Introduction; 2. Organizational Challenges for User Research in the Videogame Industry: Overview and Advice; 3. Interview with Tobi Saulnier, Founder and CEO of 1st Playable Productions; Part II. Usability Techniques 101; 4. Games User Research (GUR): Our Experience with and Evolution of Four Methods; 5. Let the Game Tester Do the Talking: Think Aloud and Interviewing to Learn About the Game Experience; 6. Heuristic Evaluation of Games; 7. Usability and Payability Expert Evaluation.
505 8 $a8. Interview with Eric Schaffer, Ph. D., CEO of Human Factors International9. Master Metrics: The Science Behind the Art of Game Design; Part III: Focus on Special Contexts and Types of Players; 10. The Strange Case of the Casual Gamer; 11. Interviews about User Testing Practices at PlayFirst®; 12. Interview with Roppyaku Tsurumi, Roppyaku Design; Part IV: Advanced Tactics; 13. Using Biometric Measurement to Help Develop Emotionally Compelling Game; 14. Physiological Measures for Game Evaluation; 15. TRUE Instrumentation: Tracking Real-Time User Experience in Games.
505 8 $a16. Interview with Georgios Yannakakis, Chair of IEEE Taskforce on Player Satisfaction Modeling17A. Usability for Game Feel; 17B. Further Thoughts from Steve Swink on Game Usability; 18. Interview about Prototyping and Usability with Jenova Chen; 19. Social Psychology and User Research; 20. The Four Fun Keys; Part V: Putting it all Together and Where Things are Going; 21. Matrix of Issues and Tools; 22. Interview with Don Norman, Principal in the Nielsen-Norman Group, and Professor, Northwestern University.
520 8 $aI. What is usability and why should I care?A. Overview chapter Isbister and Schaffer (Editors)Introduces key concepts and positions book for primary audiences: game developers andstudents aspiring to work in game development. Addresses key concerns that developersmay have about adopting usability, and sets a broad road map of what is to come in thebook. B. Interview with Tobi Saulnier of 1st PlayableA discussion with the CEO of a small game studio about why and how she uses usabilitytechniques in her development. C. Interview with Don Norman of Nielsen Norman groupA discussion with one of the preeiminent HCI practitioners of usability in design practice, about how game developers may benefit from usability techniques, and about trends inusability. II. Usability techniques 101A. Use of Classic usability techniques at Microsoft Games Wixon (Microsoft)An overview of the tactics in use to improve games usability at one of the earliestadopters of usability techniques. B. Expert evaluation Laitinen (Adage, Helsinki)Overview of how to conduct expert evaluations and when they can be of value in gameusability. C. Heuristic evaluation Schaffer (RPI)Overview of the use of heuristics in game evaluation. D. Selling usability in the organization Noergaard (Copenhagen U.) & Rau (IO Interactive)Overview of challenges and process for convincing your company to adopt usabilitypractices. E. Think-aloud evaluation and other interview techniques Hounhoot (Philips Research)Interview techniques including think-aloud and retrospective think-aloud as they apply togame usability. F. Interview with Eric Schaffer, CEO and Founder of Human Factors InternationalOn the use of standards and their application to game usability and development. G. (seeking another interview with a game company person about bringing usability to theirorganization)III. Focus on types of playersA. The four.
520 8 $aFunkeys Lazarro (Xeo)Overview of the her taxonomy of fun that is a result of player observation, and how thisapplies to game usability. B. Game usability for children Lieberman (UC Santa Barbara)Overview of usability topics of special interest to developers of children's games. C. Interview with Tsurumi of Sony Japan about cultural issues in usability, by Kenji OnoD. (seeking another interview with one of Nicole's clients about use of fun keys?)IV. Focus on special contextsA. Mobile games usability Mäyra (U. Tampere, Finland)B. Casual games usability Fortugno (Rebel Monkey, NYC)C. Alternate reality games usability Thompson (Georgia IT)D. RPG usability Tychsen (ITU)E. Educational games usability Hounhoot and Verhaegh (Philips)F. (still seeking someone to write about MMOs in particular)V. Advanced tacticsA. Rigorous prototyping Swink (Flashbang Studios)The role of rapid, iterative prototyping in games usability. B. Instrumenting games Pagulayan (Microsoft)How this was done in Halo 3, and lessons/advice for others interested in this method. C. Social psychology and usability Isbister (ITU)Using social psychological research findings to benchmark designs in usability. D. Physiological approaches (1) Hazlett (Johns Hopkins)Use of small muscle movement in the face to detect emotion when playing games. E. Physiological approaches (2) Mandryk (U. Saskatchewan)Use of integrated suite of physiological measures to detect emotion when playing games. F. Interview with Jenova Chen about prototyping fl0w and contributions to its usability. G. Interview with Will Wright about rapid prototyping and usability in his design process. VI. Putting it all togetherA. At-a-glance matrix of issues and tools Isbister and Schaffer (Editors)To help guide readers with particular issues to particular chapters. B. Interview with Saito of Ritsumeikan of the role of game technologies in.
520 8 $aDrivinginnovationin other product areas in Japan (by Kenji Ono).
504 $aIncludes bibliographical references and index.
650 0 $aComputer games$xDesign.
650 0 $aComputer games$xProgramming.
650 6 $aJeux d'ordinateur$xConception.
650 6 $aJeux d'ordinateur$xProgrammation.
650 7 $aGAMES$xVideo & Electronic.$2bisacsh
650 7 $aComputer games$xDesign.$2fast$0(OCoLC)fst00872112
650 7 $aComputer games$xProgramming.$2fast$0(OCoLC)fst00872114
655 4 $aElectronic books.
700 1 $aSchaffer, Noah.
776 08 $iPrint version:$aIsbister, Katherine.$tGame Usability : Advancing the Player Experience.$dBurlington : CRC Press, ©2008$z9780123744470
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio16284409$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS