- Coverage of the basic components of game user experience and player psychology
- Analysis of the impact of game user experience on game development cycles and game design
- Evolution of game user experience in the new era of VR and AR
- Evaluation and validation of the different techniques for measuring game user experience
- Case studies on contemporary video games that focus on player experience
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- About this book
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This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR.
The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.
- About the authors
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Barbaros Bostan is an Associate Professor in the Digital Game Design department at the Bahcesehir University/Turkey. He has a Ph.D. in Information Systems (2007) from Marmara University, an M.B.A. (2003) from Yeditepe University, and a B.S. in Electronics and Communication Engineering (2001) from Istanbul Technical University. He worked as a post-doc researcher at IDM Institute, Games Lab of the National University of Singapore between 2008 and 2010. His research areas include computer games, presence, interactivity, gamer psychology, player motivations and player profiling. Bostan has teaching experience in the areas of game history and analysis, storytelling in games, player psychology, research methods and interactive narrative. He reviews journal articles and book chapters for various journals and publishers, local and international. He was the editor of Gamer Psychology and Behavior book published by Springer. He was also one of the section editors of Encyclopedia of Computer Graphics and Games published by Springer.
- Table of contents (22 chapters)
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ERP Correlates of Working Memory Load in Excessive Video Game Players
Pages 3-20
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Integrate: A Digital Game for Testing Conformity in Decision Making
Pages 21-42
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Investigation of Response Inhibition in Excessive Video Game Playing: An Event-Related Potential Study
Pages 43-62
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Four Pillars of Healthy Escapism in Games: Emotion Regulation, Mood Management, Coping, and Recovery
Pages 63-76
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User Experience and Motivation of Professional Video Game Players: A Case Study of Esports in Turkey
Pages 77-120
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Table of contents (22 chapters)
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Bibliographic Information
- Bibliographic Information
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- Book Title
- Game User Experience And Player-Centered Design
- Editors
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- Barbaros Bostan
- Series Title
- International Series on Computer Entertainment and Media Technology
- Copyright
- 2020
- Publisher
- Springer International Publishing
- Copyright Holder
- Springer Nature Switzerland AG
- eBook ISBN
- 978-3-030-37643-7
- DOI
- 10.1007/978-3-030-37643-7
- Hardcover ISBN
- 978-3-030-37642-0
- Series ISSN
- 2364-947X
- Edition Number
- 1
- Number of Pages
- XI, 496
- Number of Illustrations
- 13 b/w illustrations, 86 illustrations in colour
- Topics