2nd Edition. — CRC Press, 2022. — 453 p. — ISBN: 978-0-366-24248.
This book introduces the basics of in-game usability and overall game UX mindset and techniques, as well as looks at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively.
The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give a platform and context-specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on:
Accessibility
Mobile Game Usability
Data Science
Virtual and Augmented Reality
Esports
This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
Introduction: What’s New in This Edition and How to Read This Book
UX and UsabilityAdvancing Game UX Maturity
Usability and Game Feel
TechniquesGames Research Evolution at Microsoft
Try One Yourself: A Guide to Running a Practice User Study
Heuristic UX Evaluation of Games
Let the Game Tester Do the Talking: Think Aloud and Interviewing to Learn About the Game Experience
How Bias Affects Games — and What You Can Do About It
Working With Game Analysts and Data Scientists
Fitting Into Business ProcessesIntegrating UX Practices Into the Production Pipeline
Deeply Understanding Players — Strategies for InclusionTrust and Safety and Fair Play in Video Games: Intentionally Designing Positive Communities
Accessibility Then and Now: History, Myths, Considerations, and Tools
Reframing Inclusion: The Case for Allyship
Platform and Context Specify c AdviceMobile Game Usability: Design and Research
Designing for “Everyone”: The Triumph of Casual Mechanics
The Design of Virtual and Augmented Realities
The Esports Experience: Fan, Player, and Beyond
(Re)Discovering the Rich History of Games User Research: An “Undisciplined” Approach
How to Keep Up With What Is Happening and Last Comments