The Gamer's Brain
CRC Press (Verlag)
978-0-367-63818-4 (ISBN)
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New Edition Highlights:
Expanded coverage of UX across emerging platforms (e.g., VR, AR, metaverse) and technologies (e.g., AI, blockchain).
Ethical considerations in game design and monetization.
Full text updated and revised.
Core Topics:
Cognitive science principles applied to game design, including perception, memory, attention, motivation, emotion, and learning principles.
UX framework tailored for games, emphasizing usability and engageability with a detailed checklist.
Insights into design thinking, user research, analytics, and UX strategy at both project and studio levels.
Examples from released games illustrating how scientific knowledge enhances design.
Guidance on leveraging human-computer interaction principles and user research to improve game usability and engagement.
This updated edition is an essential tool for game developers and students, offering the most comprehensive overview of UX in games available today.
Celia Hodent, PhD in psychology, is recognized as a leader in the application of user experience and cognitive science in the game industry. With over 17 years of experience in game studios (Ubisoft, LucasArts, & director of UX at Epic Games), she has contributed to advancing the topics of UX strategy, inclusion, and ethics in games. Author of several critically acclaimed books on games and psychology, Celia is the founder of the Game UX Summit & the Ethical Games initiative. She works today as an independent consultant and is an international public speaker.
1. Why You Should Care about the Gamer’s Brain, PART 1: UNDERSTANDING THE BRAIN, 2. Overview about the Brain, 3. Perception, 4. Memory, 5. Attention, 6. Motivation, 7. Emotion, 8. Learning Principles, 9. Understanding the Brain: Takeaway, PART 2: A UX FRAMEWORK FOR VIDEO GAMES, 10. Game User Experience: Overview, 11. Usability, 12. Engageability, 13. Design Thinking, 14. Game User Research, 15. Game Analytics, 16. UX strategy, 17. Ethics, 18. UX across Various Products: From VR to AI to “Gamification”, 19. To Conclude
| Erscheint lt. Verlag | 11.3.2026 |
|---|---|
| Zusatzinfo | 66 Halftones, color; 66 Illustrations, color |
| Verlagsort | London |
| Sprache | englisch |
| Maße | 156 x 234 mm |
| Gewicht | 453 g |
| Themenwelt | Kunst / Musik / Theater |
| Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
| Informatik ► Software Entwicklung ► Spieleprogrammierung | |
| Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
| Naturwissenschaften ► Biologie ► Humanbiologie | |
| Naturwissenschaften ► Biologie ► Zoologie | |
| ISBN-10 | 0-367-63818-5 / 0367638185 |
| ISBN-13 | 978-0-367-63818-4 / 9780367638184 |
| Zustand | Neuware |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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