공동 창조자로서의 사용자: 플레이어 중심의 게임 디자인

플레이어의 피드백과 실제 조언을 게임 디자인에 사용하는 것은 애자일 프로세스에서 디자인을 더 쉽게 만들어 주고 게임을 개선하기도 합니다. 이 기사는 Ernest Adams 게임 디자인의 세 단계인 ‘개념’, ‘정교한 작업’, ‘미세조정’으로 시작하여, 네번째 단계로 게임 디자인을 더욱 사용자 중심으로 만들고 더 나은 플레이어 경험을 창조하기 위하여 애자일 개발이 추가됩니다.

전체 기사는 영어로만 제공됩니다.

Vita, J. (2014). 공동 창조자로서의 사용자: 플레이어 중심의 게임 디자인. User Experience Magazine, 14(1).
Retrieved from http://uxpamagazine.org/users-as-co-creators/?lang=KO

4 Responses

  1. Chris Rawlings 댓글:

    Thanks Jane for this great article on Co creation of game design. These principles outlined can be used not only for game design but other services as well. We are seeing better service creation by business including their customers in the creative process.

    • Jane Vita 댓글:

      Thanks Chris for your comment! That is true, the approach is relevant to other industries as well. Actually this is all part of the big business transformation we are going through. No matter what, customers are always the focus.

  2. Great article! Thoght through, interesting approach and last not least inspiring!! Despite other things, I really like your point about seeing the player experience as a whole experience cycle, to think outside of the game and consider the player in others aspects of the business. I think that is an essential to the design process.

    • Jane Vita 댓글:

      Hi Eva! Thanks for you comment!
      Yes, the whole experience cycle is something really important to consider. It is a pitch that sometimes business professionals doesn’t understand that and don’t invest in other phase of the relationship with their customers, as engaging through their services, giving them power to advocate their brands.