共同クリエーターとしてのユーザー: プレイヤーを中心に据えたゲームデザイン

プレイヤーからのフィードバックや実際のユーザーからの意見をゲームのデザインに反映させることが、アジャイルプロセスによるデザインを容易にし、ゲームの質を向上させることができる。この記事では、まずErnest Adamsのゲームデザインにおける3つのステージであるコンセプト、エラボレーション、チューニング(概念、精緻化、調整)から取り上げ、それに4番目のステージであるアジャイル開発を加え、ゲームをよりユーザーフレンドリーにし、より良いプレイヤー体験を作り出すことについて解説している。

原文は英語だけになります

Vita, J. (2014). 共同クリエーターとしてのユーザー: プレイヤーを中心に据えたゲームデザイン. User Experience Magazine, 14(1).
Retrieved from https://uxpamagazine.org/users-as-co-creators/?lang=ja

4 Responses

  1. Chris Rawlings より:

    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 より:

      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 より:

      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.