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Better Game Characters by Design: A Psychological Approach (The Morgan Kaufmann Series in Interactive 3D Technology)

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Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

About the Author

Katherine Isbister is an associate professor in the department of Literature, Language, and Communication at the Rensselaer Polytechnic Institute. Her research focus is social, psychological, and affective approaches to HCI, with special attention to games, mobile devices, and other leisure and social technologies. Before joining the RPI faculty, she developed and taught a course in Stanford University on "Designing Characters for Computer Games." She has presented games-related work in both industry and academic venues, including the annual Game Developers Conference. She coauthored the book Digital Cities: Technologies, Experiences, and Future Perspectives during a one-year post-doctoral position at NTT in Kyoto, Japan. In 1999, she was selected as one of MIT Technology Review's "100 Young Innovators" most likely to shape the future of technology.
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