2012
DOI: 10.1177/1555412012440315
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Between the Game System and the Fictional World

Abstract: This article discusses the relationship between the user interface (UI) and the game world in computer games, with point of departure in qualitative studies including players and game developers. The developers' evaluation of the relationship from a design point of view will first be presented, before the article goes on to discuss the degree to which the players accept the presence of UI features within the game world. We will see that developers find it challenging to balance between functionality and fictio… Show more

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Cited by 32 publications
(18 citation statements)
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References 10 publications
(22 reference statements)
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“…Finally, from a global point of view, these results were in line with those of Jørgensen (2012). HUDs in video games are useful for players and are actually used regardless of game genre and player expertise.…”
Section: Hud Use and Experience By Playerssupporting
confidence: 83%
“…Finally, from a global point of view, these results were in line with those of Jørgensen (2012). HUDs in video games are useful for players and are actually used regardless of game genre and player expertise.…”
Section: Hud Use and Experience By Playerssupporting
confidence: 83%
“…CityVille garantizaba la usabilidad y la creación de ciudades fantásticas (Jørgersen, 2012), cumplía con los requerimientos señalados por Bae, Koo y Mattila (2016), pues su escenario gráfico y la dinámica del juego contribuían a provocar el efecto inmersión o flow, implicando e integrando a los jugadores en ese mundo virtual, lo que les provoca una gran satisfacción al protagonizar las misiones propuestas (Reich y Vorderer, 2015). E incluso, suscitaba respuestas emocionales ante los estímulos presentados, al incorporar atributos que subrayaban su identidad personal, puntos alcanzados para establecer rankings, etc.…”
Section: Jugar E Interactuar En Cityvilleunclassified
“…Combinan la usabilidad con interfaces que recrean mundos fantásticos (Jørgensen, 2012). Según Weibel et al (2008), la mera presencia e inmersión del jugador en estos entornos les genera satisfacción al participar en las misiones propuestas y saberse protagonistas activos.…”
Section: Juegos En Red E Interacción Social Entre Usuariosunclassified