Overview
- Provides coverage of major theoretical perspectives on gamer psychology and behavior
- Presents a framework for the design of interactive experiences tailored to the needs of players
- Offers a compare and contrast of different player motivations and play styles
Part of the book series: International Series on Computer, Entertainment and Media Technology (ISCEMT)
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Table of contents (9 chapters)
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Neuro-psychology and Gaming
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Player Psychology and Motivations
Keywords
About this book
This book is suitable for students and professionals with different disciplinary backgrounds such as computer science, design, software engineering, psychology, interactive media, and information systems. Students will be interested in the theory of gamer psychology and its impact on game design. Professionals will be interested in the fundamentals of gamer behavior and how interactive virtual environments can improve user experience.
Editors and Affiliations
About the editor
Bibliographic Information
Book Title: Gamer Psychology and Behavior
Editors: Barbaros Bostan
Series Title: International Series on Computer, Entertainment and Media Technology
DOI: https://doi.org/10.1007/978-3-319-29904-4
Publisher: Springer Cham
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: Springer International Publishing Switzerland 2016
Hardcover ISBN: 978-3-319-29903-7Published: 21 June 2016
Softcover ISBN: 978-3-319-80682-2Published: 31 May 2018
eBook ISBN: 978-3-319-29904-4Published: 13 June 2016
Series ISSN: 2364-947X
Series E-ISSN: 2364-9488
Edition Number: 1
Number of Pages: XIV, 153
Number of Illustrations: 4 b/w illustrations, 25 illustrations in colour
Topics: User Interfaces and Human Computer Interaction, Psychology, general