Affordance Theory in Game Design : A Guide Toward Understanding Players / by Hamna Aslam, Joseph Alexander Brown
By: Aslam, Hamna, autor
Contributor(s): Brown, Joseph Alexander, autor
Material type:
E-bookSeries: (Synthesis Lectures on Games and Computational Intelligence, 2573-6493).Publisher: Cham : Springer International Publishing, 2020Edition: 1st edition 2020.Description: 1 recurso en línea (XIV, 97 páginas).ISBN: 9783031021237.Subject: Juegos -- Aspectos psicológicos
| Item type | Current library | Collection | Call number | Status | Date due | Barcode | Item holds | |
|---|---|---|---|---|---|---|---|---|
LIBRO-E NO PRÉSTAMO
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Madrid Digital Acceso Electrónico (UEM) | Ciencias e Ingeniería | GV1230 2020 EB (Browse shelf(Opens below)) | Acceso electrónico | eBook.01112550 |
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| GV1132 N67 2000 EB Going the distance / | GV1185 2019 EB Machine Learning in Sports : Identifying Potential Archers | GV1203 B36 2002 EB Juegos multiculturales : 225 juegos tradicionales para un mundo global/ | GV1230 2020 EB Affordance Theory in Game Design : A Guide Toward Understanding Players | GV1446 S44 2001 EB La enseñanza del ajedrez en primaria | GV1450 C6818 2003 EB La apertura en el ajedrez para todos | GV1469.15 2010 EB Online Multiplayer Games |
Preface -- Acknowledgments -- Introduction -- Affordance Theory and Game Design -- A Focused Conversational Model for Game Design and Playtest -- A Designer's Reflection on Game Design Considering Players' Emotions -- Age and Play -- Gender and Play -- Player Perceptions of Odd-Shaped Dice for Dungeons & Dragons/ Dice Design and Player Preferences for Colors and Contrast -- Conclusions -- Bibliography -- Authors' Biographies.
Games, whether educational or recreational, are meant to be fun. How do we ensure that the game delivers its intent? The answer to this question is playtesting. However, a haphazard playtest process cannot discover play experience from various dimensions. Players' perceptions, affordances, age, gender, culture, and many more human factors influence play experience. A playtest requires an intensive experimental process and scientific protocols to ensure that the outcomes seen are reliable for the designer. Playtesting and players' affordances are the focus of this book. This book is not just about the playtest procedures but also demonstrates how they lead to the conclusions obtained when considering data sets. The playtest process or playtest stories differ according to the hypothesis under investigation. We cover examples of playtesting to identify the impact of human factors, such as age and gender, to examine a player's preferences for game objects' design and colors. The book details topics to reflect on possible emotional outcomes of the player at the early stages of game design as well as the methodology for presenting questions to players in such a way as to elicit authentic feedback. This book is intended mainly for game designers, researchers, and developers. However, it provides a general understanding of affordances and human factors that can be informative for readers working in any domain.
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