ERA

Download the full-sized PDF of Immersive Wayfinding Cues for 3D Video GamesDownload the full-sized PDF

Analytics

Share

Permanent link (DOI): https://doi.org/10.7939/R3MS3KC1Z

Download

Export to: EndNote  |  Zotero  |  Mendeley

Communities

This file is in the following communities:

Graduate Studies and Research, Faculty of

Collections

This file is in the following collections:

Theses and Dissertations

Immersive Wayfinding Cues for 3D Video Games Open Access

Descriptions

Other title
Subject/Keyword
Wayfinding
Video Games
Immersion
Level Design
Type of item
Thesis
Degree grantor
University of Alberta
Author or creator
Nisbet, Brett
Supervisor and department
Engel, Maureen (Humanities Computing)
Examining committee member and department
Gouglas, Sean (Humanities Computing)
Loepelmann, Karsten (Psychology)
Quamen, Harvey (Humanities Computing)
Department
Humanities Computing
Specialization

Date accepted
2016-04-14T13:48:25Z
Graduation date
2016-06
Degree
Master of Arts
Degree level
Master's
Abstract
This thesis reviews how in-level wayfinding cues in video games can be harnessed to create immersive and enjoyable game experiences. It conducts an extensive literature review of game level design, and examines how modern games guide players to their destination. Many modern games rely heavily on incongruous visual cues and intrusive user-interface elements to push players through game environments. However, as these visual stimuli would not naturally occur within a game setting, they may reduce a player’s spatial presence, immersion, and game enjoyment. To increase player immersion, games can rely more heavily on environmentally appropriate, in-level wayfinding cues. Though some modern games do use in-level cues to guide players, there is little documentation on existing immersive wayfinding techniques. This thesis aims to fill the knowledge gap of video game wayfinding by outlining the importance of in-level cues, highlighting pre-existing in-level cues, and proposing new cues. The new wayfinding hypotheses have been formulated from theories from various disciplines, including: perceptual and environmental psychology, fine art, design, urban design, and architecture. These hypotheses were then interpreted into game wayfinding cues, and implemented in testable game scenarios. The game scenarios, tested by research participants, demonstrated a variety of successes and potential to enhance game wayfinding.
Language
English
DOI
doi:10.7939/R3MS3KC1Z
Rights
This thesis is made available by the University of Alberta Libraries with permission of the copyright owner solely for the purpose of private, scholarly or scientific research. This thesis, or any portion thereof, may not otherwise be copied or reproduced without the written consent of the copyright owner, except to the extent permitted by Canadian copyright law.
Citation for previous publication

File Details

Date Uploaded
Date Modified
2016-04-14T19:48:35.239+00:00
Audit Status
Audits have not yet been run on this file.
Characterization
File format: pdf (PDF/A)
Mime type: application/pdf
File size: 5774658
Last modified: 2016:11:16 15:48:25-07:00
Filename: Nisbet_Brett_A_201604_MA.pdf
Original checksum: 1d06ef8150fc82376fe79b3ef6d02fa8
Activity of users you follow
User Activity Date