Research Methods and Project Management in Games
CRC Press (Verlag)
978-1-032-95192-8 (ISBN)
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This is an interdisciplinary guide designed to equip aspiring and professional practitioners across game development and related creative fields with the essential research knowledge and skills to excel. It offers artists, designers, technologists, programmers and researchers practical tools for conducting effective interdisciplinary research and managing research projects across diverse domains of game creation. Emphasising structured mixed-method research methodologies and strategic project management, the book supports collaboration and innovation at the intersections of game design, art, programming, and emerging technologies.
Covering a wide spectrum of topics, from the foundations of research and project planning to literature reviews, research design, data analysis, and publishing, it provides readers with a clear roadmap for navigating the complexities of research in academic and industry practice. Dedicated chapters explore player experience, accessibility and inclusive design, game art research, player studies, games and learning, and emerging trends such as AI and generative content. Practical case studies and advanced techniques, including eye-tracking, biometric analysis, and neuroscience, further ground the book in real-world application. This integrative approach ensures that practitioners are well-prepared to tackle the unique challenges of the gaming industry and adjacent creative fields, encouraging both innovation and excellence.
The book is suitable for undergraduate students in game design, art, programming, and related disciplines, as well as graduate students pursuing advanced studies in game development, creative technology, and project management. It will also be a valuable resource for professionals in the games industry and other creative sectors who are interested in interdisciplinary research and practice.
Dr Pooya Soltani specialises in using game-based approaches to drive performance and engagement in sports, health, and creative industries. With a proven track record in serious games education and research, he is passionate about creating impactful experiences that utilise XR technology for immersive learning.
Section 1. Foundation, Chapter 1.1. Understanding Research, Chapter 1.2. The Player Experience, Chapter 1.3. Project Management, Section 2. Getting into Research, Chapter 2.1. Research Process, Chapter 2.2. Research Planning, Chapter 2.3. Literature Review, Chapter 2.4. Research Proposal, Chapter 2.5. Quantitative Research Design, Chapter 2.6. Qualitative Research Design, Chapter 2.7. Mixed Methods Research Design, Chapter 2.8. Game Art Research Design, Chapter 2.9. Software Tools, Chapter 2.10. Data Collection and Analysis, Chapter 2.11. Writing and Publishing, Chapter 2.12. Research for Impact, Section 3. Research in Action, Chapter 3.1. Game Design, Chapter 3.2. Player Studies, Chapter 3.3. Games and Learning, Chapter 3.4. Emerging Trends in Games Research, Section 4. Bonus, Chapter 4.1. Case Studies, Chapter 4.2. Advanced Research Techniques, Chapter 4.3. Resources for Aspiring Game Researchers
| Erscheint lt. Verlag | 6.3.2026 |
|---|---|
| Zusatzinfo | 114 Tables, black and white; 3 Halftones, black and white; 3 Illustrations, black and white |
| Verlagsort | London |
| Sprache | englisch |
| Maße | 178 x 254 mm |
| Themenwelt | Kunst / Musik / Theater |
| Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
| Informatik ► Software Entwicklung ► Spieleprogrammierung | |
| ISBN-10 | 1-032-95192-3 / 1032951923 |
| ISBN-13 | 978-1-032-95192-8 / 9781032951928 |
| Zustand | Neuware |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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