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Designing for player experience: How professional game developers communicate design visions
Södertörns högskola, Institutionen för kommunikation, medier och it, Medieteknik.
2011 (Engelska)Ingår i: Journal of Gaming & Virtual Worlds, ISSN 1757-191X, E-ISSN 1757-1928, Vol. 3, nr 3, s. 259-275Artikel i tidskrift (Refereegranskat) Published
Ort, förlag, år, upplaga, sidor
Intellect Ltd., 2011. Vol. 3, nr 3, s. 259-275
Nyckelord [en]
video games, game design, experience design, player experience, design practice, design tools
Nationell ämneskategori
Medieteknik
Identifikatorer
URN: urn:nbn:se:sh:diva-16334DOI: 10.1386/jgvw.3.3.259_1Scopus ID: 2-s2.0-85044801707OAI: oai:DiVA.org:sh-16334DiVA, id: diva2:530905
Tillgänglig från: 2012-06-05 Skapad: 2012-06-05 Senast uppdaterad: 2020-06-30Bibliografiskt granskad
Ingår i avhandling
1. Lodestars for Player Experience: Ideation in Videogame design
Öppna denna publikation i ny flik eller fönster >>Lodestars for Player Experience: Ideation in Videogame design
2012 (Engelska)Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

The design and development of commercial AAA videogames is a difficult and complex endeavor. It involves large development teams that together aim to create high quality, entertaining games that sell well. Up to now, very few scholars have documented or problematized this practice. This thesis presents a study of the design practices in big game development studios that make commercial AAA videogames. The study focuses on the so called ideation part of videogame development, in which the design ideas are generated, developed and communicated in the work team. The primary data comes from interviews conducted with seven Swedish game developers, but a large quantity of secondary data has also been used. The study shows that the design practice in many studios is to focus on the player experience instead of game features. To secure the intended player experience, the studios have moved away from "big design up front" in the form of classical game design documents, and are instead using a variety of verbal, visual and audial tools to articulate and communicate their vision of the game-to-be. In the thesis, I coin the term lodestars to denote these articulations of the main game concept and the intended player experience. I then move on to describe, exemplify and categorize them. The main purpose of lodestars is to allow everyone in the development team to make design choices in line with a commonly shared design vision in order to create a unified player experience.

Ort, förlag, år, upplaga, sidor
Stockholm: Department of Computer and Systems Science, Stockholm university, 2012. s. 107
Serie
DSV Report Series, ISSN 1101-8526 ; 12-004
Nationell ämneskategori
Mediateknik
Identifikatorer
urn:nbn:se:sh:diva-16312 (URN)
Presentation
2012-06-01, DSV, Forum, Sal C, Isafjordsgatan 39, Kista, Stockholm, Sweden, 09:26 (Engelska)
Opponent
Handledare
Tillgänglig från: 2012-06-07 Skapad: 2012-06-02 Senast uppdaterad: 2012-06-07Bibliografiskt granskad

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