Games User Research: A Case Study Approach

Games User Research: A Case Study Approach

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Fundamentally, Making Games Is Designing With Others, Everyone Contributing From Different Angles Towards The Best Possible Product. Conclusively, Garciaruiz Has Chosen A Collection Of Chapters That Demonstrates Several Different Aspects Of Working In Gaming And Working With Others That Stands To Raise The Level Of Expertise In The Field.Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., From The Forewordusability Is About Making A Product Easy To Use While Meeting The Requirements Of Target Users. Applied To Video Games, This Means Making The Game Accessible And Enjoyable To The Player. Video Games With High Usability Are Generally Played Efficiently And Frequently While Enjoying Higher Sales Volumes.The Case Studies In This Book Present The Latest Interdisciplinary Research And Applications Of Games User Research In Determining And Developing Usability To Improve The Video Game User Experience At The Humancomputer Interface Level. Some Of The Areas Examined Include Practical And Ethical Concerns In Conducting Usability Testing With Children, Audio Experiences In Games, Tangible And Graphical Game Interfaces, Controller Testing, And Business Models In Mobile Gaming.Games User Research: A Case Study Approach Provides A Highly Useful Resource For Researchers, Practitioners, Lecturers, And Students In Developing And Applying Methods For Testing Player Usability As Well As For Conducting Games User Research. It Gives The Necessary Theoretical And Practical Background For Designing And Conducting A Test For Usability With An Eye Toward Modifying Software Interfaces To Improve Humancomputer Interaction Between The Player And The Game.

⚠️ WARNING (California Proposition 65):

This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.

For more information, please visit www.P65Warnings.ca.gov.

  • Q: What are the physical dimensions of the book? A: The book measures seven point zero one inches in length, zero point eight inches in width, and ten point one two inches in height.
  • Q: How many pages does the book have? A: The book contains three hundred twelve pages, providing an in-depth exploration of user research in gaming.
  • Q: What type of binding does this book have? A: This book is bound in hardcover, ensuring durability and longevity for frequent readers.
  • Q: How can I apply the concepts from this book? A: You can apply the concepts by implementing usability testing methods outlined in the case studies during game development.
  • Q: Is this book suitable for beginners in user research? A: Yes, the book is suitable for beginners, offering foundational knowledge and practical applications in games user research.
  • Q: What age group is this book appropriate for? A: This book is suitable for college students and professionals interested in human-computer interaction and game design.
  • Q: How should I store this book to keep it in good condition? A: Store the book upright on a shelf in a cool, dry place to prevent warping and damage.
  • Q: Can I use this book for reference in academic settings? A: Yes, this book is an excellent reference for academic settings, providing valuable insights and case studies in user research.
  • Q: What if the book arrives damaged or defective? A: You should contact the retailer's customer service for return or exchange options if the book arrives damaged.
  • Q: Is there an electronic version of this book available? A: Yes, there may be an electronic version available for purchase, allowing for easy access on digital devices.
  • Q: What topics does the book cover regarding usability testing? A: The book covers topics including practical and ethical concerns in usability testing, controller testing, and audio experiences in games.
  • Q: Does this book include real-world case studies? A: Yes, it includes real-world case studies that demonstrate various aspects of games user research.
  • Q: How does this book address usability for children? A: The book examines ethical concerns in conducting usability tests with children, informing best practices for game design.
  • Q: What is the author's background in game user research? A: The author, Miguel Angel Garcia-Ruiz, has extensive experience in games user research and has contributed significantly to the field.
  • Q: Is there a glossary or index for quick reference? A: Yes, the book includes an index, making it easier to locate specific topics and terms related to usability testing in games.

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