"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.
Winning! A Guide To Games That Never Were takes inspiration from the popular game guides of the 1980s and early 1990s, Winning! provides strategies, tips and cheats designed to help you excel at a collection of video games that never were nor ever will be, all in the style of the down and dirty, rough and ready collections so many of us knew, loved and cherished in the by-gone Golden Age of console gaming!
Electronic, video and computer games have captured the interest of younger generation during the past years and have become the primary source of relaxation and fun for many. The public demand for choices in computer games has increased and there is a need to automate the process of game development. In this book we introduce a methodology for automated generation of entertaining games. The genres we address are board based games and video games. We use evolutionary algorithms to generate new and entertaining games using our proposed entertainment metrics as the fitness function.
YOU WANT TO MAKE VIDEOS, BUT DON'T KNOW WHERE TO BEGIN... Start here. After talking to many aspiring video creators, we created a simple blueprint to help guide you through the process of planning, shooting and editing your video, as well as what's involved with getting your videos online and promoting your videos through social media. Just follow our 101 simple steps from start to finish and you can quickly learn how you can make videos like a pro.
Boys and girls ages 4-6 will love learning to read with this Step 1 Step into Reading book based on Disney/Pixar's Monsters University-releasing on DVD and Blu-ray in November 2013.
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