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_a10.1007/978-3-031-02123-7 _2doi |
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100 | 1 |
_aAslam, Hamna. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut _980612 |
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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. |
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300 |
_aXIV, 97 p. _bonline resource. |
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490 | 1 |
_aSynthesis Lectures on Games and Computational Intelligence, _x2573-6493 |
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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. | ||
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_iPrinted edition: _z9783031001727 |
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