標題: Titlebook: Evaluating User Experience in Games; Concepts and Methods Regina Bernhaupt Book 2010 Springer-Verlag London 2010 Design.Interaction.human-c [打印本頁] 作者: Destruct 時間: 2025-3-21 20:02
書目名稱Evaluating User Experience in Games影響因子(影響力)
書目名稱Evaluating User Experience in Games影響因子(影響力)學科排名
書目名稱Evaluating User Experience in Games網(wǎng)絡(luò)公開度
書目名稱Evaluating User Experience in Games網(wǎng)絡(luò)公開度學科排名
書目名稱Evaluating User Experience in Games被引頻次
書目名稱Evaluating User Experience in Games被引頻次學科排名
書目名稱Evaluating User Experience in Games年度引用
書目名稱Evaluating User Experience in Games年度引用學科排名
書目名稱Evaluating User Experience in Games讀者反饋
書目名稱Evaluating User Experience in Games讀者反饋學科排名
作者: LEVER 時間: 2025-3-21 23:45 作者: 顧客 時間: 2025-3-22 04:02 作者: antiandrogen 時間: 2025-3-22 05:46
Vocational Education and Training in Asias to expect. Methods that we have not had experience with, but which also have the potential to address the contribution of bodily involvement to the user experience, are also outlined. By identifying remaining issues in regards to evaluation methods for exertion games, we aim to provide an informed作者: AMPLE 時間: 2025-3-22 10:16
1571-5035 chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general fr978-1-4471-2557-0978-1-84882-963-3Series ISSN 1571-5035 Series E-ISSN 2524-4477 作者: induct 時間: 2025-3-22 15:57
Video Game Development and User Experienceless Software concentrates on the studio’s use of focus group testing and attention to the casual gamer demographic. In addition to showing real-world examples of current practice, this chapter identifies the contribution that HCI can make for user experience methodologies in the games industry. Rec作者: induct 時間: 2025-3-22 18:55
User Experience Design for Inexperienced Gamers: GAP – Game Approachability Principlesic Evaluation, (2) adjunct to Usability Testing, and (3) proactive checklist of principles in beginning conceptual and first learning level tutorial design to increase Game Approachability – for all levels of gamers.作者: FICE 時間: 2025-3-23 00:44
Evaluating User Experience Factors Using Experiments: Expressive Artificial Faces Embedded in Contexraction” is derived from the video games domain, granting an interactive experience of a given emotional situation. The aim of the study is to establish a comparative experimental framework to analyze subjects’ user experience on emotional stimuli in different context dimensions. This comparative ex作者: Recessive 時間: 2025-3-23 03:54 作者: Lipoprotein(A) 時間: 2025-3-23 07:24
Book 2010es of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general fr作者: 稱贊 時間: 2025-3-23 12:22
User Experience Evaluation in Entertainmentarizing the contributions in this book, a user experience-centered development process is presented, allowing readers to understand when to use what kind of user experience evaluation methods to achieve a positive user experience.作者: 審問,審訊 時間: 2025-3-23 16:15 作者: STALE 時間: 2025-3-23 19:38
Learning and Academic Knowledge,ed and looked for in multiplayer play, hardware factors in supporting social play, and issues of external validity in evaluation of social play. It includes key challenges and work that remains to be done in this area.作者: A精確的 時間: 2025-3-23 23:36
https://doi.org/10.1057/9780230118911ying a particular game or game genre. We present two focus group studies that offered qualitative insights into which postgame experiences are at play, to what extent, and under which conditions. The chapter concludes with a discussion and recommendations for future research.作者: ATOPY 時間: 2025-3-24 04:49
Choice Factors and Rationales in Year 11,enre, or a particular game episode. This chapter details the methodology, presents empirical results gathered using this approach, and offers fertile considerations regarding how a better understanding of attitudes toward games enlightens the gaming system and may help game designers develop innovative games tailored to their intended audiences.作者: PHON 時間: 2025-3-24 10:07 作者: malign 時間: 2025-3-24 14:25 作者: Esophagitis 時間: 2025-3-24 15:39
Beyond the Gamepad: HCI and Game Controller Design and Evaluation need for greater understanding of user experience with game controllers, but also the need for parallel research of both functionality and usability in order to understand the interaction as a whole.作者: 顯而易見 時間: 2025-3-24 22:36
Book 2010is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of gam作者: Volatile-Oils 時間: 2025-3-25 02:45 作者: 加入 時間: 2025-3-25 04:59
Digital Games, the Aftermath: Qualitative Insights into Postgame Experiencesying a particular game or game genre. We present two focus group studies that offered qualitative insights into which postgame experiences are at play, to what extent, and under which conditions. The chapter concludes with a discussion and recommendations for future research.作者: Biofeedback 時間: 2025-3-25 10:34
1571-5035 lume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complex作者: 袖章 時間: 2025-3-25 15:00 作者: Acetaldehyde 時間: 2025-3-25 16:22
Educational Challenges in the Arab World,ing experience objectively. The theory is abstracted using a model and implemented in questionnaire. This chapter discusses the formulation of the theory, introduces the model, and shows the use of the questionnaire in an experiment to differentiate between two different experiences.作者: 救護車 時間: 2025-3-25 20:24 作者: transplantation 時間: 2025-3-26 00:59 作者: Flirtatious 時間: 2025-3-26 08:22 作者: 向外才掩飾 時間: 2025-3-26 10:24
Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Gamas advanced interaction games. To assess its applicability, we compare the results of expert evaluations of five current games with the user experience-based ratings of various game review sites. In the conclusion, we provide an outlook on possible extensions of our approach.作者: dysphagia 時間: 2025-3-26 13:33 作者: chiropractor 時間: 2025-3-26 20:25
Evaluating User Experience in Games978-1-84882-963-3Series ISSN 1571-5035 Series E-ISSN 2524-4477 作者: 改進 時間: 2025-3-26 22:38 作者: Notorious 時間: 2025-3-27 03:01 作者: 消音器 時間: 2025-3-27 07:06 作者: 吸氣 時間: 2025-3-27 12:23 作者: BUST 時間: 2025-3-27 13:42
The History of Higher Education field of human–computer interaction. Here is presented a candidate framework to analyze multidimensional user experience (UX) in games. Theoretically, the framework is grounded both on previous game studies and on relevant psychological theories. Methodologically, it relies on multivariate data ana作者: 調(diào)色板 時間: 2025-3-27 20:40
Educational Challenges in the Arab World,vide a positive experience while playing video-games. This theory, formulated using qualitative methods, is presented with the aim of studying the gaming experience objectively. The theory is abstracted using a model and implemented in questionnaire. This chapter discusses the formulation of the the作者: Thyroiditis 時間: 2025-3-27 22:53
Education Tools for Entrepreneurshipchapter provides a snapshot of the games industry, its people, and the user experience evaluation tools in use. In doing this, we can start to ask what the tools in use are providing and what they are not. Where the tools are weak, we can begin to look at how new tools can help make even more enjoya作者: Aerate 時間: 2025-3-28 05:51 作者: 非秘密 時間: 2025-3-28 10:02 作者: 種植,培養(yǎng) 時間: 2025-3-28 11:51
https://doi.org/10.1007/978-3-031-48177-2s – especially for the casual gamer. Developing better first learning levels can be a key step to ease the casual gamer into play proactively – at the conceptual design phase - before it is too costly or cumbersome to restructure the tutorials, as would be the case later in the development cycle. Th作者: monologue 時間: 2025-3-28 14:57 作者: Brittle 時間: 2025-3-28 20:57 作者: mydriatic 時間: 2025-3-29 00:29 作者: PACK 時間: 2025-3-29 05:37 作者: Fulminate 時間: 2025-3-29 09:51
Polyvalency and Permanent Education,e provide a short overview of computer games with a focus on advanced interaction games and explain the concept of user-centred design for games. Furthermore, we describe the history of heuristics for video games and the role of user experience of games in general. We propose a framework consisting 作者: Hypopnea 時間: 2025-3-29 12:20 作者: 相信 時間: 2025-3-29 18:49
Human–Computer Interaction Serieshttp://image.papertrans.cn/e/image/317248.jpg作者: 長處 時間: 2025-3-29 21:53
https://doi.org/10.1007/978-1-84882-963-3Design; Interaction; human-computer interaction (HCI); usability; user experience; user experience (UX)作者: Gleason-score 時間: 2025-3-29 23:56 作者: reserve 時間: 2025-3-30 06:28
Enabling Social Play: A Framework for Design and Evaluationbest practices gleaned from professional discussions and descriptions and presents a framework for thinking about an effective evaluation and iteration process. The framework includes issues such as identifying play subgroups and how they differ, interpersonal dynamics that can and should be leverag作者: 刪減 時間: 2025-3-30 10:41
Presence, Involvement, and Flow in Digital Games field of human–computer interaction. Here is presented a candidate framework to analyze multidimensional user experience (UX) in games. Theoretically, the framework is grounded both on previous game studies and on relevant psychological theories. Methodologically, it relies on multivariate data ana作者: FORGO 時間: 2025-3-30 16:27
Assessing the Core Elements of the Gaming Experiencevide a positive experience while playing video-games. This theory, formulated using qualitative methods, is presented with the aim of studying the gaming experience objectively. The theory is abstracted using a model and implemented in questionnaire. This chapter discusses the formulation of the the作者: 殺人 時間: 2025-3-30 17:49
The Life and Tools of a Games Designerchapter provides a snapshot of the games industry, its people, and the user experience evaluation tools in use. In doing this, we can start to ask what the tools in use are providing and what they are not. Where the tools are weak, we can begin to look at how new tools can help make even more enjoya作者: Arteriography 時間: 2025-3-30 23:24