The Design of Virtual Space: Lessons from Videogame Travel
نویسنده
چکیده
Videogames are the starting point for the general understanding of virtual space. (Grove & Williams, 1998). Academics use videogames to describe virtual space (Murray, 1997; Nitsche, 2009). Others argue that there is no understanding of virtual space, only a loose collection of articles connected by the issue of realism in rendering or behavior (Manovich, 2001). These statements point to a lack of understanding of virtual space on its own terms and set the stage for this document. This is a design document, written by a designer of virtual spaces. Its purpose is to provocatively explore user experience and task completion as forces that influence the design of virtual space. This is not a conventional research paper. The complex relationships of narrative, realism, motivation, usability, and human computer interaction (HCI) are unpacked in the videogame World of Warcraft through a detailed examination of travel. It is proposed that the exploration of travel in a videogame can provide a toolkit of ideas for the application of narrative, realism, motivation, and usability in virtual space. Travel can inform designers on issues of user experience and task completion in virtual spaces DOI: 10.4018/978-1-4666-0029-4.ch009
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ورودعنوان ژورنال:
- IJGCMS
دوره 2 شماره
صفحات -
تاریخ انتشار 2010