UX in Games Review Super Mario Odyssey











>> YOUR LINK HERE: ___ http://youtube.com/watch?v=8uPWv9F_LEM

Brown, M. (2017, February 27). The Secret of Mario's Jump (and other Versatile Verbs) | Game Maker's Toolkit. Retrieved from YouTube:    • The Secret of Mario's Jump (and other...   • Hodent, C. (2018). The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design. Boca Raton, Florida: CRC Press. • Neilsen, J. (1995, January 1). 10 Usability Heuristics for User Interface Design. Retrieved from Nielsen Norman Group: https://www.nngroup.com/articles/ten-... • Nintendo Entertainment Planning Development. (2017, October 27). Super Mario Odyssey. Kyoto, Japan: Nintendo. • Norman, D., Nielsen, J. (2018). The Definition of User Experience (UX). Retrieved January 20, 2018, from Neilsen Norman Group: https://www.nngroup.com/articles/defi... • Plante, C. (2017, November 13). How Nintendo can fix its motion control problem. Retrieved from Polygon: https://www.polygon.com/nintendo-swit... • PopCap Games Research. (2008, June 11). Publisher's latest survey says that casual games are big with disabled people. Retrieved from gamesindustry.biz: http://www.gamesindustry.biz/articles... • Rowlabo, M. (2018, January 25). Celeste's Assist Mode is such a clever way of making a difficult game accessible to a wider audience. It's framed perfectly too - not insulting, not condescending, just accepting. Retrieved from Twitter:   / 956493360641982464   • Simplicity, Symmetry and More: Gestalt Theory And The Design Principles It Gave Birth To. (2018). Retrieved January 20, 2018, from Canva: https://www.canva.com/learn/gestalt-t... • W3C. (2017, May 6). Accessibility, Usability, and Inclusion: Related Aspects of a Web for All. Retrieved from Web Accessibility Initiative: https://www.w3.org/WAI/intro/usable

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