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2007

Exploring terra incognita: wayfinding devices for games

13 years 6 months ago
Exploring terra incognita: wayfinding devices for games
The ludic experience of exploring wilderness in gameworlds may be compromised by either the negative affects of disorientation or the conspicuous application of architectural principles known to support wayfinding. We use a novel device, inspired by insect navigation, to examine players’ situated acquisition of spatial knowledge to enable them return to the origin of their route while they explore an unfamiliar, synthetic natural world. We describe qualitative and quantitative data on player behaviour and distill themes to inform subsequent designs to assist players fulfillment when exploring settings and interpreting them spatially. Categories and Subject Descriptors H.5 INFORMATION INTERFACES AND PRESENTATION (e.g. HCI) H.5.3 User Interfaces H.5.3 Group and Organisation Interfaces: http://www.acm.org/class/1998/ General Terms Design, Experimentation, Human Factors, Theory, Keywords wayfinding, gameworld, landmarks, egocentric, exploring
Nicola J. Bidwell, Colin Lemmon, Mihai Roturu, Chr
Added 26 Oct 2010
Updated 26 Oct 2010
Type Conference
Year 2007
Where IE
Authors Nicola J. Bidwell, Colin Lemmon, Mihai Roturu, Christopher Lueg
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