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Game Narrative Design And Ux Fundamentals


Game Narrative Design And Ux Fundamentals
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Game Narrative Design And Ux Fundamentals


Game Narrative Design And Ux Fundamentals
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Author : Abigail Rindo
language : en
Publisher: CRC Press
Release Date : 2024-12-24

Game Narrative Design And Ux Fundamentals written by Abigail Rindo and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-12-24 with Computers categories.


Game narrative and UX share a deep, interconnected relationship. This book explores the connections between narrative and UX to develop a framework for creating player-centric stories in games by covering best practices in both crafts using a unified language. Games are beautiful motivation engines, and there are three primary gears that power these engines: Context, Action, and Emotion. Each of the three sections of this book will lay out the elements of narrative and UX that lead to a coherent experience, guiding the player through the game world while teaching them the systems and actions of the gameplay. This is very much intended to be a reference book emphasizing fundamentals, but also offers a deep dive into the best practices and methodologies. It will appeal to aspiring and current game narrative designers, UX designers, researchers, writers, developers, students at the graduate level, or anyone interested in expanding their understanding of player centricity or world‐building.



The Fundamentals Of Video Game Literacy


The Fundamentals Of Video Game Literacy
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Author : Ryan Zhao
language : en
Publisher: CRC Press
Release Date : 2025-04-16

The Fundamentals Of Video Game Literacy written by Ryan Zhao and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-04-16 with Computers categories.


This book posits a novel framework for sense‐making and meaning‐making in the play of video games. Extending a modern, process‐oriented, audience‐inclusive philosophy of artistic meaning generation, this book grapples with the question of how to personally and critically examine video games as artistic artifacts that do not have set, predetermined, standardized forms until live play is enacted. The resulting artistic product, live gameplay, expresses both the game’s developers and its players. This book argues that players hold three separate, concurrent perspectives during play: the embodied avatar within the simulated space, the role‐playing participant in the narrative fantasy, and the external strategist manipulating the game’s software affordances. The exciting dynamics that arise from live gameplay are the result of the tensions and harmonies between these three parallel layers of play. Video games are systems with designed behaviors capable of a great diversity of instantiated expressions. Players are brought into that system of instantiated generation to produce truly emergent and personal gameplay. As such, players directly impact the shape and form of the gameplay artifact itself. This creates a relationship between the art, the player, and its meaning radically different from all previous art forms. This book builds around this central premise with examinations of related subjects pertaining to video game meaning‐making, such as the ways in which video games facilitate play that is expressive of their players and the ways in which it is appropriate to compare and contextualize the differences in players’ instantiated play activities. These subjects are designed to give readers an in‐depth understanding of the dynamics of gameplay in order to facilitate richer, more meaningful encounters with video games as cultural artifacts. This book: Provides a useful framework for enriching players’ experiences with video game play. Helps players identify and distinguish aspects of their own and game developers’ expression in gameplay. Posits a novel framework examining the role of player as embodied avatar, role‐player, and strategist. Gives players appropriate questions to better interrogate the generation of meaning from within and surrounding the system of gameplay.



Educational Game Design Fundamentals


Educational Game Design Fundamentals
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Author : George Kalmpourtzis
language : en
Publisher: CRC Press
Release Date : 2018-07-11

Educational Game Design Fundamentals written by George Kalmpourtzis and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-11 with Computers categories.


Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!



Game Development Fundamentals Creating Engaging And Interactive Games


Game Development Fundamentals Creating Engaging And Interactive Games
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Author : Michael Roberts
language : en
Publisher: Richards Education
Release Date :

Game Development Fundamentals Creating Engaging And Interactive Games written by Michael Roberts and has been published by Richards Education this book supported file pdf, txt, epub, kindle and other format this book has been release on with Computers categories.


Delve into the dynamic world of game development with 'Game Development Essentials: Crafting Immersive and Interactive Games.' This comprehensive guide covers everything from fundamental principles and design methodologies to advanced techniques and industry trends. Whether you're a novice aspiring to create your first game or a seasoned developer looking to enhance your skills, each chapter offers practical insights, case studies, and best practices to help you navigate the complexities of game creation. Discover how to build engaging gameplay mechanics, design captivating worlds, implement immersive audio experiences, and master the art of storytelling. With this book as your companion, embark on a journey to create unforgettable gaming experiences that captivate audiences worldwide.



Fundamentals Of Game Design


Fundamentals Of Game Design
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Author : Ernest Adams
language : en
Publisher: New Riders
Release Date : 2010-04-07

Fundamentals Of Game Design written by Ernest Adams and has been published by New Riders this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-04-07 with Computers categories.


To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade



Immersion Narrative And Gender Crisis In Survival Horror Video Games


Immersion Narrative And Gender Crisis In Survival Horror Video Games
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Author : Andrei Nae
language : en
Publisher: Routledge
Release Date : 2021-09-09

Immersion Narrative And Gender Crisis In Survival Horror Video Games written by Andrei Nae and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-09-09 with Literary Criticism categories.


This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.



Ux For Beginners


Ux For Beginners
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Author : Joel Marsh
language : en
Publisher: "O'Reilly Media, Inc."
Release Date : 2015-12-21

Ux For Beginners written by Joel Marsh and has been published by "O'Reilly Media, Inc." this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-12-21 with Computers categories.


Apps! Websites! Rubber Ducks! Naked Ninjas! This book has everything. If you want to get started in user experience design (UX), you've come to the right place: 100 self-contained lessons that cover the whole spectrum of fundamentals. Forget dry, technical material. This bookâ??based on the wildly popular UX Crash Course from Joel Marshâ??s blog The Hipper Elementâ??is laced with the author's snarky brand of humor, and teaches UX in a simple, practical way. Becoming a professional doesnâ??t have to be boring. Follow the real-life UX process from start-to-finish and apply the skills as you learn, or refresh your memory before the next meeting. UX for Beginners is perfect for non-designers who want to become designers, managers who teach UX, and programmers, salespeople, or marketers who want to learn more. Start from scratch: the fundamentals of UX Research the weird and wonderful things users do The process and science of making anything user-friendly Use size, color, and layout to help and influence users Plan and create wireframes Make your designs feel engaging and persuasive Measure how your design works in the real world Find out what a UX designer does all day



The Gamer S Brain


The Gamer S Brain
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Author : Celia Hodent
language : en
Publisher: CRC Press
Release Date : 2017-08-10

The Gamer S Brain written by Celia Hodent and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-08-10 with Computers categories.


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) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. 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.



Graphic Design School


Graphic Design School
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Author : David Dabner
language : en
Publisher: John Wiley & Sons
Release Date : 2013-10-24

Graphic Design School written by David Dabner and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10-24 with Design categories.


Graphic Design School allows students to develop core competencies while understanding how these fundamentals translate into new and evolving media. With examples from magazines, websites, books, and mobile devices, the Fifth Edition provides an overview of the visual communications profession, with a new focus on the intersection of design specialties. A brand-new section on web and interactivity covers topics such as web tools, coding requirements, information architecture, web design and layout, mobile device composition, app design, CMS, designing for social media, and SEO.



Games User Research


Games User Research
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Author : Anders Drachen
language : en
Publisher: Oxford University Press
Release Date : 2018

Games User Research written by Anders Drachen and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with Computers categories.


Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.