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Index > D - Pg. 382

INDEX Computational intelligence and games (CIG), 269 Concept phase , 347­348 Concurrent thinkaloud , 68 Consistency , 102­103 Console-based games , 57 from Metacritic.com , 122 Contextual data , 245­247 Contextual information , 245 Contract development , 22­25 Control design , 121 measured complexity models, 135­138 Control Dimensionality (CD). , 135­138 Cooking Mama , 150 Copenhagen Center for Computer Games , 309 Corrugator muscle , 191 Counter Strike , 334 Crackdown, 257­258 design impact , 258 problem , 257 TRUE solution , 258 Crash Bandicoot , 167 Critical problem , 99­101 Cross-professional relations, nursing , 14­16 Csikszentmihaliyi's flow models, 323 , 328 Curiosity, game element evoking emotion , 129 E Easy Fun , 319 , 328­329 emotions , 329­330 mechanics , 330 workflow , 330­332 EEG . See Electroencephalography (EEG) Ekman, Paul , 191 Electrocardiography , 216 , 217­218 Electrodermal activity, skin , 212­213 measurement devices, 213 psychological counterpart , 212­213 Electrodermal response , 212 Electroencephalography (EEG) , 220­221 Electromyography (EMG), 191 , 208 muscles , 219­220 Electronic Arts , 227 metacritic source , 121 Elf class , 255 EMG . See Electromyography (EMG) Emotional contagion , 313 Emotion evoking game elements , 129­130 Emotion in player experiences , 319­324 emotion's role in choice/games , 321­324 Emotions Easy Fun , 329­330 Hard Fun , 324­325 People Fun , 337­338 Serious Fun , 333­334 Emotion's role in choice/games engagement model, 321­324 open issues , 321­324 EmSense, Inc., 133­135 Engagement in player experiences , 319­324 emotion's role in choice/games , 321­324 Engagement models, 321­324 Epistemic behavior, 216 Error minimization , 103­104 Ethnographic observation , 355 European Assault , 134 Evaluation techniques , 209­211 Event-based surveys, 244 Experience-centered evaluation methods , 24 Experiencel design , 121 , 139 Experiential testing , 280 Expert evaluation, 91 components , 92­93 how to do , 94­95 and playability testing , 97 process , 97­102 when to do , 95­97 Expert evaluators , 85, 86 External evaluators, 95 D Dance Dance Revolution , 334 Darwin, Charles , 191 Davis, John P. , 35­36 Defect testing , 282­283 Defining experience , 286­291 Design document of game, evaluation, 95­96 and evaluation, 314­315 principles, 114­115 standards , 115 Designer perception , 133 Design of Everyday Things and Emotional Design, The , 354 Design of Future Things, The , 354 Developers, challenges for user research , 16­25 Device user interface , 104 DICE CO.Ltd. , 358 Digital high-vision TVs , 373 Diner Dash , 153 , 334 user testing , 160­161 Dominance and friendliness, 311­312 Donkey Kong , 276 Double experts , 94­95 Dragon Quest series , 177­178 DVD recorder , 371 382