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_c387351 _d387351 |
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| 001 | 387351 | ||
| 003 | ES-MaUEC | ||
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| 007 | cr nn 008mamaa | ||
| 008 | 220601s2020 sz | s |||| 0|eng d | ||
| 020 | _a9783031021237 | ||
| 024 | 7 |
_a10.1007/978-3-031-02123-7 _2doi |
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| 040 |
_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
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| 050 | 4 |
_aGV1230 _b2020 EB |
|
| 100 | 1 |
_aAslam, Hamna _eautor _4aut _4http://id.loc.gov/vocabulary/relators/aut _9687357 |
|
| 245 | 1 | 0 |
_aAffordance Theory in Game Design : _bA Guide Toward Understanding Players _cby Hamna Aslam, Joseph Alexander Brown |
| 250 | _a1st edition 2020 | ||
| 264 | 1 |
_aCham _bSpringer International Publishing _c2020 |
|
| 300 | _a1 recurso en línea (XIV, 97 páginas) | ||
| 336 |
_atexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
||
| 347 |
_aarchivo de texto _bPDF |
||
| 490 | 0 |
_aSynthesis Lectures on Games and Computational Intelligence _x2573-6493 |
|
| 505 | 0 | _aPreface -- 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. | |
| 520 | _aGames, 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. | ||
| 988 | _aSynthesis Collection of Technology_2020 | ||
| 650 | 7 |
_2embne _9138290 _aJuegos _xAspectos psicológicos |
|
| 650 | 7 |
_2embne _9139513 _aPercepción |
|
| 650 | 7 |
_2embne _9155848 _aInteracción hombre-ordenador |
|
| 700 | 1 |
_aBrown, Joseph Alexander _eautor _4aut _4http://id.loc.gov/vocabulary/relators/aut _9687358 |
|
| 776 | 0 | 8 |
_iPrinted edition: _z9783031001727 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031009952 |
| 776 | 0 | 8 |
_iPrinted edition: _z9783031032516 |
| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-02123-7 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
| 942 |
_2lcc _cLE |
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| 998 |
_b03/2023 _dz _esc _zSI |
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