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020 _a9783031021237
024 7 _a10.1007/978-3-031-02123-7
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
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
337 _aelectrónico
_bc
_2rdamedia
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
998 _b03/2023
_dz
_esc
_zSI