Game User Experience And Player-Centered Design -
- Format: Broché Voir le descriptif
Vous en avez un à vendre ?
Vendez-le-vôtre245,34 €
Produit Neuf
Ou 61,34 € /mois
- Livraison à 0,01 €
- Livré entre le 29 juillet et le 10 août
Brand new, In English, Fast shipping from London, UK; Tout neuf, en anglais, expédition rapide depuis Londres, Royaume-Uni;ria9783030376451_dbm
Nos autres offres
-
276,28 €
Produit Neuf
Ou 69,07 € /mois
- Livraison : 3,99 €
- Livré entre le 28 juillet et le 3 août
Voir le détail de l'annonce
- Payez directement sur Rakuten (CB, PayPal, 4xCB...)
- Récupérez le produit directement chez le vendeur
- Rakuten vous rembourse en cas de problème
Gratuit et sans engagement
Félicitations !
Nous sommes heureux de vous compter parmi nos membres du Club Rakuten !
TROUVER UN MAGASIN
Retour
Avis sur Game User Experience And Player - Centered Design de Format Broché - Livre Sciences de la vie et de la terre
0 avis sur Game User Experience And Player - Centered Design de Format Broché - Livre Sciences de la vie et de la terre
Les avis publiés font l'objet d'un contrôle automatisé de Rakuten.
-
Quantum Chemistry, 2nd Edition
1 avis
Neuf dès 170,61 €
-
Vouet: Grand Palais 6 Novembre 1990 11 Février 1991
Occasion dès 150,00 €
-
Just Enough Software Architecture: A Risk-Driven Approach
Occasion dès 122,99 €
-
Pete Townshend: Who I Am
Neuf dès 127,99 €
-
The Lord Of The Rings
Neuf dès 183,21 €
-
Art Of Merit: Studies In Buddhist Art And Its Conservation
Neuf dès 284,14 €
-
The New Munsell Student Color Set
Neuf dès 125,62 €
-
Paolo Roversi Livre Nudi
2 avis
Occasion dès 175,00 €
-
Car Racing 1970
3 avis
Neuf dès 129,00 €
-
Imagine Too!
1 avis
Neuf dès 191,68 €
-
Seamanship In The Age Of Sail
Occasion dès 215,00 €
-
Gilbert Portanier
Neuf dès 141,34 €
-
Les Troubadours - Anthologie Bilingue - Jacques Roubaud
Occasion dès 130,00 €
-
Isles Of Gold: Antique Maps Of Japan
Occasion dès 174,99 €
-
Cowboy Kate And Other Stories
Occasion dès 161,55 €
-
Colloquial Arabic (Levantine)
Neuf dès 132,62 €
-
Instruction Particuliere Et Secrete A Mon Fils: Oeuvres Spirituelles Classiques
Occasion dès 323,40 €
-
Winogrand Figments From The Real World
Occasion dès 170,99 €
-
Cryogenic Heat Transfer
Neuf dès 215,99 €
-
Illustrated Dermatology
Neuf dès 155,93 €
Produits similaires
Présentation Game User Experience And Player - Centered Design de Format Broché
- Livre Sciences de la vie et de la terre
Résumé :
Section 1: Cognition and Player Psychology.- Chapter 1: ERP Correlates of Working Memory Load in Excessive Video Game Players.- Chapter 2: Integrate: A Digital Game for Testing Conformity in Decision Making.- Chapter 3: Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study.- Chapter 4: 4 Pillars Of Healthy Escapism In Games: Emotion Regulation, Mood Management, Coping And Recovery.- Chapter 5: User Experience and Motivation of Professional Video Game Players: A Case Study of E-sports in Turkey.- Section 2: Modelling and measuring Player Experience.- Chapter 6: Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach.- Chapter 7: Developing Gaming Instinctual Motivation Scale (GIMS): Item Development and Pre-testing.- Chapter 8: The GEM Game Experience Model.- Chapter 9: Driven, Imaginative, and Casual Gameplay Experiences.- Chapter 10: Physiological Measures in Game User Research.- Section 3: Game Design and Player Experience.- Chapter 11: The Ethics of Game Experience.- Chapter 12: Death and Rebirth in Platformer Games.- Chapter 13: Player-Centered Design in Role-Playing Game Branching Dialogue Systems.- Chapter 14: Designing a Cad Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study.- Section 4: Case Studies of Computer Games.- Chapter 15: The Relationship Between Cohesive Game Design and Player Immersion: A Case Study of Original Versus Reboot Thief.- Chapter 16: Empathy and Choice in Story Driven Games: A Case Study of Telltale Games.- Chapter 17: Gender Representation and Diversity in Contemporary Video Games.- Chapter 18: A Deadly Game User Experience: The Case of #BlueWhaleChallenge.- Chapter 19: Exploring Experiental Spaces in Video Games: Case Studies of Papers Please, Beholder and Mirror's Edge.- Section 5: New Technologies and Player Experience.- Chapter 20: Immersiveness andUsability in VR: A Comparative Study of Monstrum and Fruit Ninja.- Chapter 21: Interactive Storytelling in Extended Reality: Concepts for the Design.- Chapter 22: Using AR Mechanics and Emergent Narratives to Tell Better Stories....
Biographie:
Barbaros Bostan is an Associate Professor in the Digital Game Design department at the Bahcesehir University/Turkey. He has a Ph.D. in Information Systems (2007) from Marmara University, an M.B.A. (2003) from Yeditepe University, and a B.S. in Electronics and Communication Engineering (2001) from Istanbul Technical University. He worked as a post-doc researcher at IDM Institute, Games Lab of the National University of Singapore between 2008 and 2010. His research areas include computer games, presence, interactivity, gamer psychology, player motivations and player profiling. Bostan has teaching experience in the areas of game history and analysis, storytelling in games, player psychology, research methods and interactive narrative. He reviews journal articles and book chapters for various journals and publishers, local and international. He was the editor of Gamer Psychology and Behavior book published by Springer. He was also one of the section editors of Encyclopedia of Computer Graphics and Games published by Springer.?
Sommaire: Section 1: Cognition and Player Psychology.- Chapter 1: ERP Correlates of Working Memory Load in Excessive Video Game Players.- Chapter 2: Integrate: A Digital Game for Testing Conformity in Decision Making.- Chapter 3: Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study.- Chapter 4: 4 Pillars Of Healthy Escapism In Games: Emotion Regulation, Mood Management, Coping And Recovery.- Chapter 5: User Experience and Motivation of Professional Video Game Players: A Case Study of E-sports in Turkey.- Section 2: Modelling and measuring Player Experience.- Chapter 6: Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal Approach.- Chapter 7: Developing Gaming Instinctual Motivation Scale (GIMS): Item Development and Pre-testing.- Chapter 8: The GEM Game Experience Model.- Chapter 9: Driven, Imaginative, and Casual Gameplay Experiences.- Chapter 10: Physiological Measures in Game User Research.- Section 3: Game Design and Player Experience.- Chapter 11: The Ethics of Game Experience.- Chapter 12: Death and Rebirth in Platformer Games.- Chapter 13: Player-Centered Design in Role-Playing Game Branching Dialogue Systems.- Chapter 14: Designing a Cad Enriched Empathy Game to Raise Awareness About Universal Design Principles: A Case Study.- Section 4: Case Studies of Computer Games.- Chapter 15: The Relationship Between Cohesive Game Design and Player Immersion: A Case Study of Original Versus Reboot Thief.- Chapter 16: Empathy and Choice in Story Driven Games: A Case Study of Telltale Games.- Chapter 17: Gender Representation and Diversity in Contemporary Video Games.- Chapter 18: A Deadly Game User Experience: The Case of #BlueWhaleChallenge.- Chapter 19: Exploring Experiental Spaces in Video Games: Case Studies of Papers Please, Beholder and Mirror's Edge.- Section 5: New Technologies and Player Experience.- Chapter 20: Immersiveness andUsability in VR: A Comparative Study of Monstrum and Fruit Ninja.- Chapter 21: Interactive Storytelling in Extended Reality: Concepts for the Design.- Chapter 22: Using AR Mechanics and Emergent Narratives to Tell Better Stories.
Détails de conformité du produit
Personne responsable dans l'UE