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2017 | OriginalPaper | Buchkapitel

Visual Abstraction for Games on Large Public Displays

verfasst von : David Gullick, Daniel Burnett, Paul Coulton

Erschienen in: Intelligent Technologies for Interactive Entertainment

Verlag: Springer International Publishing

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Abstract

From its earliest developments video game design has arguably been closely coupled to technological evolution particularly in relation to graphics. In very early games the limitations of technology led to highly abstracted graphics but as technology improved, abstraction has largely been left behind as developers strive towards ever-greater realism. Thus, games are generally drawing from conventions established in the mediums of film and television, and potentially limiting themselves from the possibilities abstraction may offer. In this research, we consider whether highly abstracted graphics are perceived as detrimental to gameplay and learnability by current gamers through the creation of a game using very low-resolution display that would accommodate a range of display options in a playable city. The results of trialing the game at a citywide light festival event where it was played by over 150 people indicated that abstraction made little difference to their sense of engagement with the game, however it did foster communication between players and suggests abstraction is a viable game design option for playable city displays.

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Metadaten
Titel
Visual Abstraction for Games on Large Public Displays
verfasst von
David Gullick
Daniel Burnett
Paul Coulton
Copyright-Jahr
2017
DOI
https://doi.org/10.1007/978-3-319-49616-0_27

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