Evaluating user experience in games : concepts and methods
Author(s)
Bibliographic Information
Evaluating user experience in games : concepts and methods
(Human-computer interaction series / editors-in-chief, John Karat, Jean Vanderdonckt)
Springer, c2010
- : hbk
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Note
Includes bibliographical references and index
Description and Table of Contents
Description
It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly "come of age". The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I'll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.
Table of Contents
Part I. Introduction to Evaluation of UX
1. User Experience Evaluation in Entertainment
Regina Bernhaupt
Part II. Frameworks and Methods
2. Enabling Social Play: A Framework for Design and Evaluation
Katherine Isbister
3. Prescence, Involvement and Flow in Digital Games
Jari Takatalo, Jukka Hakkinen, Miikka Lehtonen, Jyrki Kaistinen and Goete Nyman
4. Assessing the Core Element of the Gaming Experience
Eduardo H Calvillo-Gamez, Paul Cairns and Anna L Cox
5. The Life and Tools of a Game Designer
Emily Brown
6. Investigating Experiences and Attitutdes Towards Videogames using a Semantic Differential Methodology
Philippe Lemay and Martin Maheux Lessard
7. Video Game Development and User Experience
Graham McAllister and Gareth R White
Part III. User Experience - Decomposed
8. User Experience Design for Inexperienced Gamers: GAP - Game Approachability Principles
Heather Desurvire and Charlotte Wiberg
9. Digital Games, the Aftermath: Qualitative Insights into Post Game Experiences
Karolien Poels, Wijnand IJsselsteijn, Yvonne de Kort and Bart Van Iersel
10. Evaluating User Experience Factors using Experiments: Expressive Artificial Faces Embedded in Contexts
Michael Lankes, Regina Bernhaupt and Manfred Tscheligi
Part IV. User Experience - Evaluating Special Aspects of Games
11. Evaluating Exertion Games
Floyd Mueller and Nadia Bianchi-Berthouze
12. Beyond the Gamepad: HCI and Game Controller Design and Evaluation
Michael Brown, Aidan Kehoe, Jurek Kirakowski and Ian Pitt
13. Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games
Christina Koeffel, Wolfgang Hochleitner, Jakob Leitner, Michael Haller, Arjan Geven and Manfred Tscheligi
by "Nielsen BookData"