The gamer's brain: how neuroscience and UX can impact video game design
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton ; London ; New York
CRC Press
[2018]
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Schriftenreihe: | Games & animation
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | Includes bibliographical references |
Beschreibung: | xv, 250 Seiten Illustrationen, Diagramme |
ISBN: | 9781138089969 9781498775502 |
Internformat
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245 | 1 | 0 | |a The gamer's brain |b how neuroscience and UX can impact video game design |c Celia Hodent |
264 | 1 | |a Boca Raton ; London ; New York |b CRC Press |c [2018] | |
300 | |a xv, 250 Seiten |b Illustrationen, Diagramme | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
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490 | 0 | |a Games & animation | |
500 | |a Includes bibliographical references | ||
650 | 4 | |a Psychologie | |
650 | 4 | |a Video games |x Design | |
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650 | 4 | |a Neurosciences | |
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Datensatz im Suchindex
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adam_text | Contents
Foreword xiii
Author xv
1 Why You Should Care about the Gamer s Brain 1
1.1 Disclaimer: The “Neuro-Hype” Trap.......................2
1.2 What This Book Is about and Who It Is for...............4
Part I Understanding the Brain
2 Overview about the Brain 9
2.1 Brain and Mind Myths....................................9
2.1.1 We Only Use 10% of Our Brains”................10
2.1.2 Right-Brained People Are More Creative than
Left-Brained People”...........................10
2.1.3 Men and Women Have Different Brains”..........11
2.1.4 Learning Styles and Teaching Styles............11
2.1.5 Video Games Are Rewiring Your Brain and Digital
Natives Are Wired Differently”................ 12
2.2 Cognitive Biases.................................... 12
2.3 Mental Models and the Player-Centered Approach.........15
2.4 How the Brain Works, in a Nutshell.....................16
vii
3 Perception 19
3.1 How Perception Works.......................................19
3.2 Limitations of Human Perception..................-.........20
3.3 Application to Games.......................................24
3.3.1 Know Your Audience................................24
3.3.2 Play test Your Game Regularly and Test
Your Iconography..................................26
3.3.3 Use Gestalt Principles of Perception .............26
3.3.4 Use Affordances...................................31
3.3.5 Understand Visual Imagery and Mental Rotation.....32
3.3.6 Be Aware of the Weber-Fechner Bias ...............32
4 Memory 35
4.1 How Memory Works.......................................... 35
4.1.1 Sensory Memory....................................36
4.1.2 Short-Term Memory.................................37
4.1.3 Working Memory....................................38
4.1.4 Long-Term Memory..................................40
4.2 Limitations of Human Memory................................42
4.3 Application to Games.......................................45
4.3.1 Spacing Effect and Level Design...................46
4.3.2 Reminders.........................................48
5 Attention 51
5.1 How Attention Works........................................51
5.2 Limitations of Human Attention.............................52
5.3 Application to Games.......................................55
6 Motivation 59
6.1 Implicit Motivation and Biological Drives..................60
6.2 Environmental-Shaped Motivation and Learned Drives.........61
6.2.1 Extrinsic Motivation: Of Carrots and Sticks.......61
6.2.2 Continuous and Intermittent Rewards...............63
6.3 Intrinsic Motivation and Cognitive Needs...................65
6.3.1 Undermining Effect of Extrinsic Incentives........65
6.3.2 Self-Determination Theory.........................66
6.3.3 The Theory of Flow................................67
6.4 Personality and Individual Needs...........................68
6.5 Application to Games.......................................70
6.6 Quick Note on the Importance of Meaning....................71
7 Emotion 73
7.1 When Emotion Guides Our Cognition..........................75
7.1.1 The Influence of the Limbic System................75
7.1.2 The Somatic Markers Theory........................76
viii
Contents
7.2 When Emotion “Tricks” Us...................................77
7.3 Application to Games.......................................80
8 Learning Principles 83
8.1 Behavioral Psychology Principles...........................83
8.1.1 Classical Conditioning............................84
8.1.2 Operant Conditioning..............................84
8.2 Cognitive Psychology Principles............................86
8.3 Constructivist Principles..................................86
8.4 Application to Games: Learning by Doing with Meaning.......87
9 Understanding the Brain: Takeaway 91
9.1 Perception.................................................92
9.2 Memory.....................................................93
9.3 Attention..................................................93
9.4 Motivation.................................................93
9.5 Emotion....................................................94
9.6 Learning principles........................................94
Part II A UX Framework for Video Games
10 Game User Experience: Overview 97
10.1 A Short History of UX......................................98
10.2 Debunking UX Misconceptions...............................100
10.2.1 Misconception 1: UX Will Distort the Design
Intents and Make the Game Easier.................100
10.2.2 Misconception 2: UX Will Restrict the Creativity
of the Team......................................101
10.2.3 Misconception 3: UX Is Yet Another Opinion.......103
10.2.4 Misconception 4: UX Is Just Common Sense.........104
10.2.5 Misconception 5: There Is Not Enough Time
or Money to Consider UX..........................104
10.3 A Definition of Game UX.................................. 105
11 Usability 109
11.1 Usability Heuristics in Software and Video Games..........110
11.2 Seven Usability Pillars for Game UX.......................115
11.2.1 Signs and Feedback...............................115
11.2.2 Clarity..........................................117
11.2.3 Form Follows Function............................123
11.2.4 Consistency......................................125
11.2.5 Minimum Workload.................................127
11.2.6 Error Prevention and Error Recovery..............129
11.2.7 Flexibility......................................131
Contents ix
12 Engage-Ability 135
12.1 Three Engage-Ability Pillars for Game UX....................135
12.2 Motivation..................................................137
12.2.1 Intrinsic Motivation: Competence,
Autonomy, Relatedness..............................138
12.2.2 Extrinsic Motivation, Learned Needs, and Rewards...149
12.2.3 Individual Needs and Implicit Motives..............151
12.3 Emotion.....................................................153
12.3.1 Game Feel..........................................153
12.3.2 Discovery, Novelty, and Surprises................. 160
12.4 Game Flow...................................................161
12.4.1 Difficulty Curve: Challenge and Pacing.............163
12.4.2 Learning Curve and Onboarding......................167
13 Design Thinking 173
13.1 Iterative Cycle.............................................175
13.2 Affordances.................................................178
13.3 Onboarding Plan............................................ 180
14 Game User Research 185
14.1 The Scientific Method.......................................185
14.2 User Research Methodologies and Tools.......................187
14.2.1 UX Tests...........................................190
14.2.2 Surveys............................................195
14.2.3 Heuristic Evaluations..............................196
14.2.4 Rapid Internal Tests...............................197
14.2.5 Personas...........................................197
14.2.6 Analytics..........................................198
14.3 Final User Research Tips....................................198
15 Game Analytics 199
15.1 The Wonders and Dangers of Telemetry........................200
15.1.1 Statistical Fallacies and Other Data Limitations...200
15.1.2 Cognitive Biases and Other Human Limitations.......202
15.2 UX and Analytics............................................204
15.2.1 Defining Hypotheses and Exploratory Questions......205
15.2.2 Defining Metrics...................................207
16 UX Strategy 209
16.1 UX at the Project Team Level................................210
16.2 UX in the Production Pipeline...............................210
16.2.1 Conception.........................................211
16.2.2 Preproduction......................................211
16.2.3 Production.........................................213
x Contents
16.2.4 Alpha..........................................213
16.2.5 Beta/Live......................................213
16.3 UX at the Studio Level.................................213
17 Concluding Remarks 219
17.1 Key Takeaways..........................................220
17.2 Playful Learning (or Game-Based Learning)..............222
17.2.1 Making Educational Games Engaging..............223
17.2.2 Making Game-Based Learning Truly Educational..224
17.3 “Serious Games” and “Gamification”.....................225
17.4 Tips for Students Interested in Game UX................226
17.5 Parting Words..........................................227
Acknowledgments 229
References 233
Index 245
Contents X1
The Gamers Brain Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX). In a nutshell, game UX is about considering the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions and motivation it will elicit, and how players will interact with it. This book is designed to help readers identify the ingredi ents for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently. Key Features: • • • • Provides a complete overview of how the brain works in a very accessible way. Provides a unique game UX framework, using numerous examples from released games. Covers design thinking, user research, analytics, and UX strategy. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
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any_adam_object | 1 |
author | Hodent, Celia ca. 20./21. Jh |
author_GND | (DE-588)1221219804 |
author_facet | Hodent, Celia ca. 20./21. Jh |
author_role | aut |
author_sort | Hodent, Celia ca. 20./21. Jh |
author_variant | c h ch |
building | Verbundindex |
bvnumber | BV044545684 |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.3 |
callnumber-search | GV1469.3 |
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callnumber-subject | GV - Leisure and Recreation |
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dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport Informatik Psychologie |
format | Book |
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id | DE-604.BV044545684 |
illustrated | Illustrated |
indexdate | 2024-07-10T07:55:31Z |
institution | BVB |
isbn | 9781138089969 9781498775502 |
language | English |
lccn | 017012980 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029944658 |
oclc_num | 1012419450 |
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owner_facet | DE-355 DE-BY-UBR DE-1102 DE-20 DE-91G DE-BY-TUM DE-11 DE-384 |
physical | xv, 250 Seiten Illustrationen, Diagramme |
publishDate | 2018 |
publishDateSearch | 2018 |
publishDateSort | 2018 |
publisher | CRC Press |
record_format | marc |
series2 | Games & animation |
spelling | Hodent, Celia ca. 20./21. Jh. Verfasser (DE-588)1221219804 aut The gamer's brain how neuroscience and UX can impact video game design Celia Hodent Boca Raton ; London ; New York CRC Press [2018] xv, 250 Seiten Illustrationen, Diagramme txt rdacontent n rdamedia nc rdacarrier Games & animation Includes bibliographical references Psychologie Video games Design Video games Psychological aspects Human-computer interaction Neurosciences Design (DE-588)4011510-0 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Neurowissenschaften (DE-588)7555119-6 gnd rswk-swf Benutzerrückmeldung (DE-588)4144481-4 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Benutzerfreundlichkeit (DE-588)4005541-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Neurowissenschaften (DE-588)7555119-6 s Benutzerfreundlichkeit (DE-588)4005541-3 s Benutzerrückmeldung (DE-588)4144481-4 s Programmierung (DE-588)4076370-5 s Design (DE-588)4011510-0 s DE-604 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029944658&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029944658&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Hodent, Celia ca. 20./21. Jh The gamer's brain how neuroscience and UX can impact video game design Psychologie Video games Design Video games Psychological aspects Human-computer interaction Neurosciences Design (DE-588)4011510-0 gnd Computerspiel (DE-588)4010457-6 gnd Neurowissenschaften (DE-588)7555119-6 gnd Benutzerrückmeldung (DE-588)4144481-4 gnd Programmierung (DE-588)4076370-5 gnd Benutzerfreundlichkeit (DE-588)4005541-3 gnd |
subject_GND | (DE-588)4011510-0 (DE-588)4010457-6 (DE-588)7555119-6 (DE-588)4144481-4 (DE-588)4076370-5 (DE-588)4005541-3 |
title | The gamer's brain how neuroscience and UX can impact video game design |
title_auth | The gamer's brain how neuroscience and UX can impact video game design |
title_exact_search | The gamer's brain how neuroscience and UX can impact video game design |
title_full | The gamer's brain how neuroscience and UX can impact video game design Celia Hodent |
title_fullStr | The gamer's brain how neuroscience and UX can impact video game design Celia Hodent |
title_full_unstemmed | The gamer's brain how neuroscience and UX can impact video game design Celia Hodent |
title_short | The gamer's brain |
title_sort | the gamer s brain how neuroscience and ux can impact video game design |
title_sub | how neuroscience and UX can impact video game design |
topic | Psychologie Video games Design Video games Psychological aspects Human-computer interaction Neurosciences Design (DE-588)4011510-0 gnd Computerspiel (DE-588)4010457-6 gnd Neurowissenschaften (DE-588)7555119-6 gnd Benutzerrückmeldung (DE-588)4144481-4 gnd Programmierung (DE-588)4076370-5 gnd Benutzerfreundlichkeit (DE-588)4005541-3 gnd |
topic_facet | Psychologie Video games Design Video games Psychological aspects Human-computer interaction Neurosciences Design Computerspiel Neurowissenschaften Benutzerrückmeldung Programmierung Benutzerfreundlichkeit |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029944658&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029944658&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT hodentcelia thegamersbrainhowneuroscienceanduxcanimpactvideogamedesign |