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Book Cover
E-book
Author Hodent, Celia

Title The Gamer's Brain : How Neuroscience and UX Can Impact Video Game Design
Published Milton : CRC Press, 2017

Copies

Description 1 online resource (267 pages)
Contents Cover; Title Page; Copyright Page; Dedication Page; Contents; Foreword; Author; Chapter 1: Why You Should Care about the Gamer's Brain; 1.1 Disclaimer: The "Neuro-Hype" Trap ; 1.2 What This Book Is about and Who It Is for ; Part 1: Understanding the Brain; Chapter 2: Overview about the Brain; 2.1 Brain and Mind Myths ; 2.1.1 "We Only Use 10% of Our Brains" ; 2.1.2 "Right-Brained People Are More Creative than Left-Brained People" ; 2.1.3 "Men and Women Have Different Brains" ; 2.1.4 Learning Styles and Teaching Styles
2.1.5 "Video Games Are Rewiring Your Brain and Digital Natives Are Wired Differently" 2.2 Cognitive Biases ; 2.3 Mental Models and the Player-Centered Approach ; 2.4 How the Brain Works, in a Nutshell ; Chapter 3: Perception; 3.1 How Perception Works ; 3.2 Limitations of Human Perception ; 3.3 Application to Games ; 3.3.1 Know Your Audience ; 3.3.2 Playtest Your Game Regularly and Test Your Iconography ; 3.3.3 Use Gestalt Principles of Perception ; 3.3.4 Use Affordances
3.3.5 Understand Visual Imagery and Mental Rotation 3.3.6 Be Aware of the Weber-Fechner Bias ; Chapter 4: Memory; 4.1 How Memory Works ; 4.1.1 Sensory Memory ; 4.1.2 Short-Term Memory ; 4.1.3 Working Memory ; 4.1.4 Long-Term Memory ; 4.2 Limitations of Human Memory ; 4.3 Application to Games ; 4.3.1 Spacing Effect and Level Design ; 4.3.2 Reminders ; Chapter 5: Attention; 5.1 How Attention Works ; 5.2 Limitations of Human Attention ; 5.3 Application to Games ; Chapter 6: Motivation
6.1 Implicit Motivation and Biological Drives 6.2 Environmental-Shaped Motivation and Learned Drives ; 6.2.1 Extrinsic Motivation: Of Carrots and Sticks ; 6.2.2. Continuous and Intermittent Rewards ; 6.3 Intrinsic Motivation and Cognitive Needs ; 6.3.1 Undermining Effect of Extrinsic Incentives ; 6.3.2 Self-Determination Theory ; 6.3.3 The Theory of Flow ; 6.4 Personality and Individual Needs ; 6.5 Application to Games ; 6.6 Quick Note on the Importance of Meaning ; Chapter 7: Emotion
7.1 When Emotion Guides Our Cognition 7.1.1 The Influence of the Limbic System ; 7.1.2 The Somatic Markers Theory ; 7.2 When Emotion "Tricks" Us ; 7.3 Application to Games ; Chapter 8: Learning Principles; 8.1 Behavioral Psychology Principles ; 8.1.1 Classical Conditioning ; 8.1.2 Operant Conditioning ; 8.2 Cognitive Psychology Principles ; 8.3 Constructivist Principles ; 8.4 Application to Games: Learning by Doing with Meaning ; Chapter 9: Understanding the BrainTakeaway; 9.1 Perception ; 9.2 Memory
Notes 9.3 Attention
Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force. WlAbNL
Print version record
Subject Video games -- Design
Video games -- Psychological aspects
Human-computer interaction.
Neurosciences.
Human-computer interaction
Neurosciences
Video games -- Design
Video games -- Psychological aspects
Form Electronic book
ISBN 9781498775526
1498775527
9781351650762
1351650769