Kristine Jørgensen
- Published in print:
- 2013
- Published Online:
- May 2014
- ISBN:
- 9780262026864
- eISBN:
- 9780262319065
- Item type:
- chapter
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262026864.003.0005
- Subject:
- Computer Science, Game Studies
This last chapter revisits the main arguments of all the preceding chapters and combines them into a comprehensive theory of gameworld interfaces. This is done through combining the descriptions of ...
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This last chapter revisits the main arguments of all the preceding chapters and combines them into a comprehensive theory of gameworld interfaces. This is done through combining the descriptions of the gameworld interface found in chapters 2-4 into a framework for understanding, analyzing and designing gameworld interfaces. The chapter concludes with four overarching and general guidelines for game user interface design and visions about future game interface design.Less
This last chapter revisits the main arguments of all the preceding chapters and combines them into a comprehensive theory of gameworld interfaces. This is done through combining the descriptions of the gameworld interface found in chapters 2-4 into a framework for understanding, analyzing and designing gameworld interfaces. The chapter concludes with four overarching and general guidelines for game user interface design and visions about future game interface design.
Kristine Jørgensen
- Published in print:
- 2013
- Published Online:
- May 2014
- ISBN:
- 9780262026864
- eISBN:
- 9780262319065
- Item type:
- book
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262026864.001.0001
- Subject:
- Computer Science, Game Studies
Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented ...
More
Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented by the game, avoiding symbolic or abstract representations that seem alien to the fictional world. Alternatively, the game may use graphical augmentations such as superimposed information, menus, and icons that points directly to important information. In Gameworld Interfaces, Kristine Jørgensen investigates different approaches to designing the game interface. She argues that gameworlds are not governed by the pursuit of fictional coherence but by the logics of game mechanics, and that this is a characteristic that distinguishes gameworlds from traditional fictional worlds. For this reason, one approach to interface design is not superior to the other as long as relevant game information is effectively communicated in a way that makes sense to the particular game situation. Gameworld Interfaces is a study of audiovisual computer game interfaces and how they interact with the gameworld. The book presents a theory of game user interfaces and considers the implications of this theory for game design based on interviews with game interface design teams, extensive interviews and observations of players, and many hours of gameplay.Less
Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented by the game, avoiding symbolic or abstract representations that seem alien to the fictional world. Alternatively, the game may use graphical augmentations such as superimposed information, menus, and icons that points directly to important information. In Gameworld Interfaces, Kristine Jørgensen investigates different approaches to designing the game interface. She argues that gameworlds are not governed by the pursuit of fictional coherence but by the logics of game mechanics, and that this is a characteristic that distinguishes gameworlds from traditional fictional worlds. For this reason, one approach to interface design is not superior to the other as long as relevant game information is effectively communicated in a way that makes sense to the particular game situation. Gameworld Interfaces is a study of audiovisual computer game interfaces and how they interact with the gameworld. The book presents a theory of game user interfaces and considers the implications of this theory for game design based on interviews with game interface design teams, extensive interviews and observations of players, and many hours of gameplay.
Kristine Jørgensen
- Published in print:
- 2013
- Published Online:
- May 2014
- ISBN:
- 9780262026864
- eISBN:
- 9780262319065
- Item type:
- chapter
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262026864.003.0001
- Subject:
- Computer Science, Game Studies
This introductory chapter presents the idea of gameworld interfaces and uses two examples to illustrate the variety between gameworld interfaces and the questions that are being asked in the book. ...
More
This introductory chapter presents the idea of gameworld interfaces and uses two examples to illustrate the variety between gameworld interfaces and the questions that are being asked in the book. The chapter questions the ideal of transparency and argues that games are self-conscious media where the use of symbols, icons and superimposed information is a convention that supports gameplay rather than a disturbing element that interferes with the sense of involvement in the game. The chapter also presents the main theoretical approaches that form the background for the understanding of gameworld interfaces, and presents the empirical and methodological background for the book. It also presents the content of the remaining chapters of the book.Less
This introductory chapter presents the idea of gameworld interfaces and uses two examples to illustrate the variety between gameworld interfaces and the questions that are being asked in the book. The chapter questions the ideal of transparency and argues that games are self-conscious media where the use of symbols, icons and superimposed information is a convention that supports gameplay rather than a disturbing element that interferes with the sense of involvement in the game. The chapter also presents the main theoretical approaches that form the background for the understanding of gameworld interfaces, and presents the empirical and methodological background for the book. It also presents the content of the remaining chapters of the book.