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Better Game Characters by Design: A Psychological Approach

Better Game Characters by Design: A Psychological Approach

          
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About the Book

Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

Table of Contents:
Foreword by Tim Schafer Preface About the DVD I First Impressions What Is Covered and Why Who Will Find Part I Most Useful Overview of Key Concepts Take-Aways from Part I 1 Social Surface 1.1 What Is Covered and Why 1.2 The Psychological Principles 1.3 Design Pointers 1.4 Interview: Gonzalo Frasca 1.5 Summary and What Is Next 1.6 Exercises 1.7 Further Reading 2 Practical Questions--Dominance, Friendliness, and Personality 2.1 What Is Covered and Why 2.2 The Psychological Principles 2.3 Design Pointers 2.4 Summary and What Is Next 2.5 Exercises 2.6 Further Reading II Focus on the Player What Is Covered and Why Who Will Find Part II Most Useful Overview of Key Concepts Take-Aways from Part II 3 Culture 3.1 What Is Covered and Why 3.2 The Psychological Principles 3.3 Design Pointers 3.4 Interview: Ryoichi Hasegawa and Roppyaku Tsurumi of Sony 3.5 Interview: Lewis Johnson 3.6 Summary and What Is Next 3.7 Exercises 3.8 Further Reading 4 Gender 4.1 What Is Covered and Why 4.2 The Psychological Principles 4.3 Design Pointers 4.4 Interviews with Gamers-Personal Perspectives 4.5 Summary and What Is Next 4.6 Exercises 4.7 Further Reading III Using a Character's Social Equipment What Is Covered and Why Who Will Find Part III Most Useful Overview of Key Concepts Take-Aways from Part III 5 The Face 5.1 What Is Covered and Why 5.2 The Psychological Principles 5.3 Design Pointers 5.4 Summary and What Is Next 5.5 Exercises 5.6 Further Reading 6 The Body 6.1 What Is Covered and Why 6.2 The Psychological Principles 6.3 Design Pointers 6.4 Interview: Chuck Clanton 6.5 Summary and What Is Next 6.6 Exercise 6.7 Further Reading 7 The Voice 7.1 What Is Covered and Why 7.2 The Psychological Principles 7.3 Design Pointers 7.4 Further Directions--Emotion Detection 7.5 Interview: MIT Media Lab's Zeynep Inanoglu and Ron Caneel 7.6 Summary and What Is Next 7.7 Exercise 7.8 Further Reading 7.9 Answers to Exercises IV Characters in Action What Is Covered and Why Who Will Find Part IV Most Useful Overview of Key Concepts Take-Aways from Part IV 8 Player-Characters 8.1 What Is Covered and Why 8.2 The Psychological Principles 8.3 Design Pointers 8.4 Interview: Marc Laidlaw 8.5 Summary and What Is Next 8.6 Exercises 8.7 Further Reading 8.8 Acknowledgments 9 Nonplayer-Characters 9.1 What Is Covered and Why 9.2 The Psychological Principles 9.3 Dimensions of Social Roles and NPCs 9.4 Common Social Roles in Games 9.5 Design Guidelines 9.6 Summary and What Is Next 9.7 Exercises 9.8 Further Reading V Putting It All Together What Is Covered and Why Who Will Find Part V Most Useful Overview of Key Concepts Take-Aways from Part V 10 Process 10.1 What Is Covered and Why 10.2 Arguments for Bringing a Social-Psychological Approach to Game Development 10.3 The Development Time Line 10.4 Building in the Social-Psychological Approach 10.5 Interview: Tim Schafer 10.6 Summary and What Is Next 10.7 Further Reading 11 Evaluation 11.1 What Is Covered and Why 11.2 The Psychological Principles 11.3 Current Evaluation Practice in Game Design: Market Research and Play Testing 11.4 Taking Design to the Next Level with Preproduction Evaluation 11.5 A Note on Postproduction Evaluation 11.6 Evaluation Checklist 11.7 Games Usability Perspectives 11.8 Interview: Randy Pagulayan 11.9 Interview: Nicole Lazzaro 11.10 Affective Sensing: An Evaluation Method for the Future? 11.11 Summary 11.12 Exercises 11.13 Further Reading Appendix Index


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Product Details
  • ISBN-13: 9781138427778
  • Publisher: Taylor & Francis Ltd
  • Publisher Imprint: CRC Press
  • Height: 191 mm
  • No of Pages: 364
  • Spine Width: 37 mm
  • Weight: 453 gr
  • ISBN-10: 1138427772
  • Publisher Date: 31 Jul 2018
  • Binding: Hardback
  • Language: English
  • Returnable: N
  • Sub Title: A Psychological Approach
  • Width: 235 mm


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