Download or read book Evaluating User Experience in Games written by Regina Bernhaupt and published by Springer Science & Business Media. This book was released on 2010-04-12 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.
Download or read book Game User Experience Evaluation written by Regina Bernhaupt and published by Springer. This book was released on 2015-06-04 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologically- orientated UX evaluation, user behaviour, telemetry based methods and social play as effective evaluation techniques for gaming design and evolving user-experience. Game User Experience Evaluation allows researchers, PhD students as well as game designers and developers to get an overview on available methods for all stages of the development life cycle.
Download or read book Designing and Evaluating Games and Simulations written by Margaret E. Gredler and published by Routledge. This book was released on 1994 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although the use of games and simulations in training has been growing for more than 30 years, the field still lacks a comprehensive guide to their design and evaluation. This book fills that gap. Designing and Evaluating Games and Simulations provides a practical model to help trainers and teachers design games and simulations. It is based on an analysis of the role of academic games in the classroom and the different processes that propel different simulations. The author covers games for the educational setting, including computer and non-computer games; tactical decision-making simulations and the role of technology; social interaction simulations and debriefing. This book helps users to evaluate games and simulations and redesign flawed ones. The designer is provided with a variety of creative ideas for developing simulations for use in education and training. Throughout the book the author uses examples and case studies to illustrate her points. Designing and Evaluating Games and Simulations will be of interest to designers and users of games and simulations at all levels of education and training.
Download or read book Research Anthology on Developments in Gamification and Game Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Download or read book HCI International 2011 Posters Extended Abstracts written by Constantine Stephanidis and published by Springer Science & Business Media. This book was released on 2011-06-24 with total page 583 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set CCIS 173 and CCIS 174 constitutes the extended abstracts of the posters presented during the 14th International Conference on Human-Computer Interaction, HCII 2011, held in Orlando, FL, USA in July 2011, jointly with 12 other thematically similar conferences. A total of 4039 contributions was submitted to HCII 2011, of which 232 poster papers were carefully reviewed and selected for presentation as extended abstracts in the two volumes.
Download or read book Online Communities and Social Computing written by A. Ant Ozok and published by Springer Science & Business Media. This book was released on 2009-07-15 with total page 741 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of the design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.
Download or read book The Evaluation Game written by Emanuel Kulczycki and published by Cambridge University Press. This book was released on 2023-04-30 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: Scientific research is communicated, organized, financed, governed, and evaluated through the process of publication. The result of this process is a highly competitive academic environment that rewards researchers for high volume publication, preferably in high-impact journals, leading to the popularised expression 'publish or perish'. Universities and other scientific institutions are under similar pressure, with their aggregated research output being under constant scrutiny. This innovative text provides a detailed introduction to the origin and development of the scholarly metrics used to measure academic productivity, and the effect they have upon the quality and diversity of scientific research. With its careful attention to both the positive and negative outcomes of research evaluation and their distinct expressions around the globe, The Evaluation Game guides the way to a more grounded understanding of metrics, and the diverse academic cultures they give rise to.
Download or read book Games Based Learning Advancements for Multi Sensory Human Computer Interfaces Techniques and Effective Practices written by Connolly, Thomas and published by IGI Global. This book was released on 2009-05-31 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.
Download or read book Practical Perspectives on Educational Theory and Game Development written by Marzullo, Fabio Perez and published by IGI Global. This book was released on 2021-06-25 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.
Download or read book Advances in Human Factors in Wearable Technologies and Game Design written by Tareq Ahram and published by Springer. This book was released on 2019-06-13 with total page 438 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user-centered practices can optimize the wearable experience, thus improving user acceptance, satisfaction and engagement with novel wearable gadgets. It addresses both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as new findings on the integration of wearability principles with regard to: aesthetics, affordance, comfort, contextual awareness, customization, ease of use, ergonomics, information overload, intuitiveness, obtrusiveness, privacy, reliability, responsiveness, satisfaction, subtlety, user-friendliness and wearability. Gathering the outcomes of both the AHFE 2019 Conference on Human Factors and Wearable Technologies and the AHFE 2019 Conference on Human Factors in Game Design and Virtual Environments, held on July 24–28, 2019 in Washington, DC, USA, the book addresses the needs of professionals, researchers, and students whose work involves the human aspects of wearable, smart and/or interactive technologies and game design research.
Download or read book Universal Access in Human Computer Interaction Design for All and EInclusion written by Constantine Stephanidis and published by Springer Science & Business Media. This book was released on 2011-06-24 with total page 566 pages. Available in PDF, EPUB and Kindle. Book excerpt: The four-volume set LNCS 6765-6768 constitutes the refereed proceedings of the 6th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2011, held as Part of HCI International 2011, in Orlando, FL, USA, in July 2011, jointly with 10 other conferences addressing the latest research and development efforts and highlighting the human aspects of design and use of computing systems. The 57 revised papers included in the first volume were carefully reviewed and selected from numerous submissions. The papers are organized in the following topical sections: design for all methods and tools; Web accessibility: approaches, methods and tools; multimodality, adaptation and personlization; and eInclusion policy, good practice, legislation and security issues.
Download or read book Global Perspectives on Gameful and Playful Teaching and Learning written by Farber, Matthew and published by IGI Global. This book was released on 2019-12-27 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.
Download or read book Online Distance Learning Course Design and Multimedia in E Learning written by Ana Paula Lopes and published by Information Science Reference. This book was released on 2022 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents research, experiences, and philosophies surrounding innovation within higher education online teaching and learning environments. The book includes case studies of relevant and fruitful applications, practical challenges, and examinations of the most recent innovations.
Download or read book Being an Evaluator written by Donna Podems and published by Guilford Publications. This book was released on 2018-11-23 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: Demystifying the evaluation journey, this is the first evaluation mentoring book that addresses the choices, roles, and challenges that evaluators must navigate in the real world. Experienced evaluator and trainer Donna R. Podems covers both conceptual and technical aspects of practice in a friendly, conversational style. She focuses not just on how to do evaluations but how to think like an evaluator, fostering reflective, ethical, and culturally sensitive practice. Extensive case examples illustrate the process of conceptualizing and implementing an evaluation--clarifying interventions, identifying beneficiaries, gathering data, discussing results, valuing, and developing recommendations. The differences (and connections) between research, evaluation, and monitoring are explored. Handy icons identify instructive features including self-study exercises, group activities, clarifying questions, facilitation and negotiation techniques, insider tips, advice, and resources. Purchasers can access a companion website to download and print reproducible materials for some of the activities and games described in the book.
Download or read book Evaluation Methodology Basics written by E. Jane Davidson and published by SAGE. This book was released on 2005 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Evaluation Methodology Basics introduces evaluation by focusing on the main kinds of 'big picture' questions that evaluations usually need to answer, and how the nature of such questions are linked to evaluation methodology choices. The author: shows how to identify the right criteria for your evaluation; discusses how to objectively figure out which criteria are more important than the others; and, delves into how to combine a mix of qualitative and quantitative data with 'relevant values' (such as needs) to draw explicitly evaluative conclusions.
Download or read book Evaluating Research Articles from Start to Finish written by Ellen R. Girden and published by SAGE. This book was released on 2001-04-19 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: Describes how to critique various types of study including: case studies, surveys, correlation studies, regression analysis studies, factor-analytic studies, discriminant analysis studies, factorial studies, and quasi-experimental studies.
Download or read book Evaluating Children s Interactive Products written by Panos Markopoulos and published by Elsevier. This book was released on 2008-05-24 with total page 396 pages. Available in PDF, EPUB and Kindle. Book excerpt: Evaluating Children's Interactive Products directly addresses the need to ensure that interactive products designed for children — whether toys, games, educational products, or websites — are safe, effective, and entertaining. It presents an essential background in child development and child psychology, particularly as they relate to technology; captures best practices for observing and surveying children, training evaluators, and capturing the child user experience using audio and visual technology; and examines ethical and legal issues involved in working with children and offers guidelines for effective risk management. Based on the authors' workshops, conference courses, and own design experience and research, this highly practical book reads like a handbook, while being thoroughly grounded in the latest research. Throughout, the authors illustrate techniques and principles with numerous mini case studies and highlight practical information in tips and exercises and conclude with three in-depth case studies. This book is recommended for usability experts, product developers, and researchers in the field. - Presents an essential background in child development and child psychology, particularly as they relate to technology - Captures best practices for observing and surveying children, training evaluators, and capturing the child user experience using audio and visual technology - Examines ethical and legal issues involved in working with children and offers guidelines for effective risk management