000 | 01479nam a22002417a 4500 | ||
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999 |
_c22567 _d22567 |
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003 | OSt | ||
005 | 20190116104921.0 | ||
008 | 190116b ||||| |||| 00| 0 eng d | ||
020 | _a9780198794844 | ||
040 | _cUSEK | ||
082 |
_221 _a794.81 _bG192u 2018 |
||
245 |
_aGames user research / _cEdited by Anders Drachen, Pejman Mirza-Babaei, Lennart E. Nacke. |
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250 | _a1st. ed. | ||
260 |
_aNew York : _bOxford University Press, _c2018. |
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300 |
_a524 p. _bil. ; fotos col. ; cuadros , tablas |
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504 | _aIncluye Bibliografía al final de cada capítulo. | ||
520 | _aToday, Games User Research forms an integral component of the development of any kind of interactive entertainment. User research stands as the primary source of business intelligence in the incredibly competitive game industry. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. The book bridges the current gaps of knowledge in Game User Research, building the go-to volume for everyone working with games, with an emphasis on those new to the field. | ||
526 | _aDESARROLLO VIDEOJUEGO-BASICA | ||
650 | 0 |
_92858 _aVIDEOJUEGOS _xDISEÑO. |
|
650 | 0 |
_92855 _aJUEGOS CON COMPUTADOR _xDISEÑO. |
|
700 |
_93476 _aDrachen, Anders. _eed. |
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942 |
_2ddc _cLBCG |