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Title Game usability : advice from the experts for advancing UX strategy and practice in videogames / edited by Katherine Isbister, Celia Hodent
Edition Second edition
Published Boca Raton, FL : CRC Press, Taylor & Francis Group, 2022

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Description 1 online resource (398 pages)
Contents Section One: UX and UsabilityChapter 1 Introduction: What's New in This Edition, How to Read This BookKatherine Isbister & Celia Hodent Chapter 2 Advancing Game UX MaturityCelia HodentInterview with Anouk Ben-Tchavtchavadze, UX Designer at Riot GamesInterview with Mike Mariano, Senior UX/UI Designer at RobloxInterview with Laura Taylor, Senior UX Designer, Unity TechnologiesChapter 3Usability and Game FeelSteve SwinkInterview with Jenova Chen, President & Creative Director for thatgamecompanySection Two: TechniquesChapter 4Games Research Evolution at MicrosoftRandy Pagulayan, Daniel V. Gunn, Deborah Hendersen, Melissa Boone, JJ Guajardo, Jessie Thomas, and Dennis WixonChapter 5Try One Yourself: A Guide to Running a Practice User StudyKatherine IsbisterChapter 6Heuristic UX Evaluation in Games Noah SchafferChapter 7Let the Game Tester Do the Talking: Think Aloud and Interviewing to Learn About the Game ExperienceJettie HoonhoutChapter 8How Bias Affects Games - And What You Can Do About ItMelissa BooneChapter 9Working with Game Analysts and Data Scientists Gaelle ArlautChapter 10Physiological Measures for Game EvaluationRegan Mandryk and Madison KlarkowskiSection Three: Fitting into Business ProcessesChapter 11Integrating UX Practices into the Production Pipeline Heather ChandlerInterview with Nana Wallace, Senior Director, User Research at PlayStation (US) and Rob Johnson, User Research Manager at PlayStation (UK)Interview with Joe Florey, Senior User Researcher at PlayStation (UK)Interview with Alexandra Perry, Producer at Media MoleculeInterview with Tobi Saulnier, Founder and CEO of 1st Playable ProductionsSection Four: Deeply Understanding Players - Strategies for InclusionChapter 12Trust & Safety and Fair Play in Video Games: Intentionally Designing Positive Communities Carlos FigueiredoChapter 13Accessibility Then and Now - History, Myths, Considerations and Tools Ian HamiltonChapter 14Reframing Inclusion: The Case for AllyshipJessica MurreyInterview with Tülay McNally, Director of Inclusive Design & Product Development at Electronics ArtsInterview with Trinidad Hermida, Head of Diversity and Inclusion at NianticInterview with Jessica Zammit, UX Researcher at Mighty Kingdom, and Director at Represent MeInterview with Kishonna Gray, Assistant Professor at the University of Illinois at ChicagoInterview with Nick Yee, Co-Founder of Quantic FoundryInterview with Roppyaku Tsurumi, Japanese game producer and designer, by Kenji Ono, game journalist, IGDA JapanSection Five: Platform and Context Specific AdviceChapter 15Mobile Game Usability: Design and Research Holly Grothues, Andrea Abney, Ryan BoughterChapter 16Designing for "Everyone": The Triumph of Casual MechanicsNicholas FortugnoChapter 17The Design of Virtual and Augmented RealitiesAlexandria HestonChapter 18The Esports Experience: Fan, Player, and Beyond Laura Levy, Sven Charleer, Taylor WrightInterview with Erin Hoffman-John, Senior Staff Interaction Designer at GoogleInterview with Nicolas Pouard, Vice President, Strategic Innovation Lab, UbisoftInterview with Phylissa Li, Principal Design Architect at RobloxSection Six: ConclusionsChapter 19(Re)Discovering the Rich History of Game User Research: An 'Undisciplined' ApproachBridget Hapner and Carly A. KocurekInterview with Yvonne Rogers, Director of UCLIC, University College LondonChapter 20How to Keep Up with What's Happening and Last Comments Celia Hodent and Katherine Isbister
Summary This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX
Notes Katherine Isbister is Professor of Computational Media at UCSC's Engineering School, where she directs the Social Emotional Technology Lab https://setlab.ucsc.edu/. Her research team creates interactive experiences at the intersection of HCI and Games/Play to heighten social and emotional connections and wellbeing, with over 100 peer-reviewed publications and games shown at IndieCade (Yamove! and SceneSampler) and other public venues. Her most recent book from MIT Press is How Games Move Us: Emotion by Design, winner of an American Library Association award. Isbister is a Founding Fellow of the Higher Education Video Games Alliance, a recipient of MIT Technology Review's Young Innovator Award, and is an ACM Distinguished Scientist.http://www.katherineinterface.com/ Celia Hodent holds a PhD in psychology and has over ten years of experience in the development of UX strategy and processes in video game studios. Through her work at Ubisoft, LucasArts, and as Director of UX at Epic Games (Fortnite), she has contributed to many projects across multiple platforms, from PC to consoles, mobile, and VR. Celia is also the founder of the Game UX Summit, and advisor for the GDC UX Summit. She is the author of The Gamer's Brain: How Neuroscience and UX can Impact Video Game Design and of The Psychology of Video Games. She currently works as an independent game UX consultant. Twitter: @CeliaHodentBlog: celiahodent.com
Online resource; title from title details screen (Taylor & Francis, viewed November 22, 2021)
Subject Video games -- Design
ART -- Digital & Video.
Video games -- Design
Form Electronic book
Author Isbister, Katherine, 1969- editor.
Hodent, Celia, editor.
ISBN 9781003109389
1003109381
9781000523485
1000523489
9781000523508
1000523500