Navigation in video games has been a vastly neglected topic in game studies. In this paper a classification system for navigational acts has been developed through theoretical work as well as the analysis of multiple games. The result is an exclusive five-step classification system. Moreover, the development showed that navigational acts are highly dependent on the environment in which they occur. The system is a first step towards a deeper understanding of how the player navigates the gameworld, instead of what she navigates
Context. This thesis’ goal was to test whether or not perceptual elements which do not intrude on pl...
International audienceWe contribute an analysis of situated visualizations in motion in video games ...
The term ‘immersion’ is used frequently by professional video game developers (in both the entertain...
Video game designers pay much attention to questions of player navigation, terrain mapping, spatial ...
The exhibition of intelligent or challenging behavior by artificially controlled characters (AI) in ...
Abstract. Navigational performance of artificial intelligence (AI) char-acters in computer games is ...
Any game takes place within a space, so that the rules of the game are in force within its boundarie...
Copyright ACM [Full text of this paper is not available in the UHRA]In the way that stories are cons...
International audienceWe contribute a systematic review of situated visualizations in motion in the ...
In the physical world, man has developed efficient methods for navigation and orientation. These met...
Player experience of spatiality in first-person, single-player games is informed by the maps and nav...
Guiding a player through a 3D environment can be a difficult task, especially in a game with a choic...
Understanding how players navigate through virtual worlds can offer useful guidance for map and leve...
© 2014 Dr. Daniel Christopher GoldingThe perception of videogame space is structured through mediate...
Original paper can be found at: http://gameconference2011.wordpress.com/ Copyright the AuthorIn his ...
Context. This thesis’ goal was to test whether or not perceptual elements which do not intrude on pl...
International audienceWe contribute an analysis of situated visualizations in motion in video games ...
The term ‘immersion’ is used frequently by professional video game developers (in both the entertain...
Video game designers pay much attention to questions of player navigation, terrain mapping, spatial ...
The exhibition of intelligent or challenging behavior by artificially controlled characters (AI) in ...
Abstract. Navigational performance of artificial intelligence (AI) char-acters in computer games is ...
Any game takes place within a space, so that the rules of the game are in force within its boundarie...
Copyright ACM [Full text of this paper is not available in the UHRA]In the way that stories are cons...
International audienceWe contribute a systematic review of situated visualizations in motion in the ...
In the physical world, man has developed efficient methods for navigation and orientation. These met...
Player experience of spatiality in first-person, single-player games is informed by the maps and nav...
Guiding a player through a 3D environment can be a difficult task, especially in a game with a choic...
Understanding how players navigate through virtual worlds can offer useful guidance for map and leve...
© 2014 Dr. Daniel Christopher GoldingThe perception of videogame space is structured through mediate...
Original paper can be found at: http://gameconference2011.wordpress.com/ Copyright the AuthorIn his ...
Context. This thesis’ goal was to test whether or not perceptual elements which do not intrude on pl...
International audienceWe contribute an analysis of situated visualizations in motion in video games ...
The term ‘immersion’ is used frequently by professional video game developers (in both the entertain...