Game Usability: Advancing the Player Experience
暫譯: 遊戲可用性:提升玩家體驗
Isbister, Katherine
- 出版商: CRC
- 出版日期: 2017-07-26
- 售價: $7,000
- 貴賓價: 9.5 折 $6,650
- 語言: 英文
- 裝訂: Hardcover - also called cloth, retail trade, or trade
- ISBN: 1138403237
- ISBN-13: 9781138403239
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商品描述
Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games.Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. Usability refers to a computer program's efficiency or elegance. This book gives game designers a better understanding of how player characteristics impact usability strategy, and offers specific methods and measures to employ in game usability practice. The book also includes practical advice on how to include usability in already tight development timelines, and how to advocate for usability and communicate results to higher-ups effectively.
商品描述(中文翻譯)
電腦曾經是極客的專利。而極客們對於處理困難且挑剔的介面並不在意——他們喜歡這樣——這甚至成為一種榮譽的象徵(例如 Unix 極客)。但要讓介面真正直觀且有用——想想第一台 Macintosh 電腦——使電腦的使用者群體遠遠超越了極客圈。Mac 使得人機互動(HCI, Human-Computer Interaction)和可用性成為生產力軟體產業中非常受歡迎的話題。突然之間,一種新的體驗對於軟體的成功變得至關重要——使用者體驗。現在,20 年後,開發者們正在將這些理念應用並擴展到遊戲中。遊戲公司現在試圖將遊戲推向超越「硬核」玩家市場——那些喜愛挑戰並樂於掌握複雜或高度受限的介面的人。此時此刻(隨著休閒遊戲興趣的增長),遊戲公司真正意識到可用性的重要性,特別是對於主流觀眾而言。如果遊戲不夠流暢、易於使用且引人入勝,玩家就不會留下來體驗「好東西」。根據定義,可用性是人們使用特定工具以達成特定目標的容易程度。可用性指的是電腦程式的效率或優雅性。本書讓遊戲設計師更好地理解玩家特徵如何影響可用性策略,並提供具體的方法和措施以應用於遊戲可用性實踐。本書還包括如何在已經緊湊的開發時間表中納入可用性的實用建議,以及如何有效地為可用性辯護並向上級傳達結果。