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"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.
The Culture - a human/machine symbiotic society - has thrown up many great Game Players, and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game ...a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life - and very possibly his death.
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.
The advent of computer aided design and the proliferation of computer aided design tools have been instrumental in furthering the state-of-the- art in integrated circuitry. Continuing this progress, however, demands an emphasis on creating user-friendly environments that facilitate the interaction between the designer and the CAD tool. The realization of this fact has prompted investigations into the appropriateness for CAD of a number of user-interface technologies. One type of interface that has hitherto not been considered is the natural language interface. It is our contention that natural language interfaces could solve many of the problems posed by the increasing number and sophistication of CAD tools. This thesis represents the first step in a research effort directed towards the eventual development of a natural language interface for the domain of computer aided design. The breadth and complexity of the CAD domain renders the task of developing a natural language interface for the complete domain beyond the scope of a single doctoral thesis. Hence, we have initally focussed on a sub-domain of CAD. Specifically, we have developed a natural language interface, named Cleopatra, for circuit-simulation post-processing. In other words, with Cleopatra a circuit-designer can extract and manipulate, in English, values from the output of a circuit-simulator (currently SPICE) without manually having to go through the output files produced by the simulator.
This book provides readers with a comprehensive survey of models of dynamic games in economics, including an extensive coverage of numerous fields of applications. It will also discuss and explain main concepts and techniques used in dynamic games, and inform readers of its major developments while equipping them with tools and ideas that will aid in the formulation of solutions for problems. A Survey of Dynamic Games in Economics will interest those who wish to study more about the conceptions, approaches and models that are applied in the domain of dynamic games.
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