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020 _a9783031021237
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024 7 _a10.1007/978-3-031-02123-7
_2doi
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072 7 _aPB
_2bicssc
072 7 _aMAT000000
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082 0 4 _a510
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100 1 _aAslam, Hamna.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_980612
245 1 0 _aAffordance Theory in Game Design
_h[electronic resource] :
_bA Guide Toward Understanding Players /
_cby Hamna Aslam, Joseph Alexander Brown.
250 _a1st ed. 2020.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2020.
300 _aXIV, 97 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSynthesis Lectures on Games and Computational Intelligence,
_x2573-6493
505 0 _aPreface -- 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 _aGames, 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.
650 0 _aMathematics.
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650 0 _aEngineering.
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650 0 _aComputational intelligence.
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650 0 _aPopular Culture.
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650 0 _aArtificial intelligence.
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650 1 4 _aMathematics.
_911584
650 2 4 _aTechnology and Engineering.
_980613
650 2 4 _aComputational Intelligence.
_97716
650 2 4 _aPopular Culture.
_978660
650 2 4 _aArtificial Intelligence.
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700 1 _aBrown, Joseph Alexander.
_eauthor.
_4aut
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_980614
710 2 _aSpringerLink (Online service)
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773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
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776 0 8 _iPrinted edition:
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776 0 8 _iPrinted edition:
_z9783031032516
830 0 _aSynthesis Lectures on Games and Computational Intelligence,
_x2573-6493
_980616
856 4 0 _uhttps://doi.org/10.1007/978-3-031-02123-7
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