This research is concerned with wayfinding, one of the most basic interactions of 3D action-adventure games. Even though players are required to move from point A to point B to progress in games, there is little research on the difficulties, needs, and preferences of players regarding wayfinding in 3D game worlds. It is well known that to alleviate wayfinding issues, designers add wayfinding cues to the game world. However, little is known about how those cues affect players’ in-game behavior and, more importantly, the player experience. This research addresses those issues by investigating players’ responses to a variety of wayfinding cues. To this end, I developed two research tools resembling commercial 3D action-adventure games. Both ga...
The question what players enjoy games so much has been around since the time people have first start...
In this paper we present the design and evaluation of a first-person walker digital game called WORL...
The ludic experience of exploring wilderness in gameworlds may be compromised by either the negative...
Guiding a player through a 3D environment can be a difficult task, especially in a game with a choic...
Is it important that a player can navigate easily through a level? To get the answer ten participant...
Extended reality (XR) technologies such as virtual reality (VR) provide a promising alternative for ...
Extended reality (XR) technologies such as virtual reality (VR) provide a promising alternative for ...
Context. This thesis’ goal was to test whether or not perceptual elements which do not intrude on pl...
© 2016 Elsevier B.V. Spatial exploration is a core component of play in a rich and diverse range of ...
Copyright 2016 ACM. Exploration is an essential part of play in modern video games. It refers to the...
This thesis project aims to contribute knowledge to the field of user experience design in games by ...
This paper investigates the effects of gaze-based player guidance on the perceived game experience, ...
Wayfinding studies aim to explore the factors influencing purposive and goal-directed movement and t...
Wayfinding studies aim to explore the factors influencing purposive and goal-directed movement and t...
Wayfinding studies aim to explore the factors influencing purposive and goal-directed movement and t...
The question what players enjoy games so much has been around since the time people have first start...
In this paper we present the design and evaluation of a first-person walker digital game called WORL...
The ludic experience of exploring wilderness in gameworlds may be compromised by either the negative...
Guiding a player through a 3D environment can be a difficult task, especially in a game with a choic...
Is it important that a player can navigate easily through a level? To get the answer ten participant...
Extended reality (XR) technologies such as virtual reality (VR) provide a promising alternative for ...
Extended reality (XR) technologies such as virtual reality (VR) provide a promising alternative for ...
Context. This thesis’ goal was to test whether or not perceptual elements which do not intrude on pl...
© 2016 Elsevier B.V. Spatial exploration is a core component of play in a rich and diverse range of ...
Copyright 2016 ACM. Exploration is an essential part of play in modern video games. It refers to the...
This thesis project aims to contribute knowledge to the field of user experience design in games by ...
This paper investigates the effects of gaze-based player guidance on the perceived game experience, ...
Wayfinding studies aim to explore the factors influencing purposive and goal-directed movement and t...
Wayfinding studies aim to explore the factors influencing purposive and goal-directed movement and t...
Wayfinding studies aim to explore the factors influencing purposive and goal-directed movement and t...
The question what players enjoy games so much has been around since the time people have first start...
In this paper we present the design and evaluation of a first-person walker digital game called WORL...
The ludic experience of exploring wilderness in gameworlds may be compromised by either the negative...