Affordance Theory in Game Design (Record no. 84995)

000 -LEADER
fixed length control field 04043nam a22005775i 4500
001 - CONTROL NUMBER
control field 978-3-031-02123-7
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240730163814.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 220601s2020 sz | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9783031021237
-- 978-3-031-02123-7
082 04 - CLASSIFICATION NUMBER
Call Number 510
100 1# - AUTHOR NAME
Author Aslam, Hamna.
245 10 - TITLE STATEMENT
Title Affordance Theory in Game Design
Sub Title A Guide Toward Understanding Players /
250 ## - EDITION STATEMENT
Edition statement 1st ed. 2020.
300 ## - PHYSICAL DESCRIPTION
Number of Pages XIV, 97 p.
490 1# - SERIES STATEMENT
Series statement Synthesis Lectures on Games and Computational Intelligence,
505 0# - FORMATTED CONTENTS NOTE
Remark 2 Preface -- 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 ## - SUMMARY, ETC.
Summary, etc Games, 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.
700 1# - AUTHOR 2
Author 2 Brown, Joseph Alexander.
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://doi.org/10.1007/978-3-031-02123-7
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cham :
-- Springer International Publishing :
-- Imprint: Springer,
-- 2020.
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-- text
-- txt
-- rdacontent
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-- computer
-- c
-- rdamedia
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-- online resource
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-- rdacarrier
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-- text file
-- PDF
-- rda
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Mathematics.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Engineering.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computational intelligence.
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-- Popular Culture.
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-- Artificial intelligence.
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-- Mathematics.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Technology and Engineering.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computational Intelligence.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Popular Culture.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Artificial Intelligence.
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
-- 2573-6493
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-- ZDB-2-SXSC

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