Abstract
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.
Original language | English |
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Title of host publication | Proceedings - 4th Australasian Conference on Interactive Entertainment, IE 2007 |
Editors | Yusuf Pisan, Esther Milne, Larissa Hjorth, Martin Gibbs |
Publisher | Association for Computing Machinery, Inc |
ISBN (Electronic) | 9781921166877 |
Publication status | Published - 3 Dec 2007 |
Event | 4th Australasian Conference on Interactive Entertainment, IE 2007 - Melbourne, Australia Duration: 3 Dec 2007 → 5 Dec 2007 |
Publication series
Name | Proceedings - 4th Australasian Conference on Interactive Entertainment, IE 2007 |
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Conference
Conference | 4th Australasian Conference on Interactive Entertainment, IE 2007 |
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Country/Territory | Australia |
City | Melbourne |
Period | 3/12/07 → 5/12/07 |
Bibliographical note
Publisher Copyright:© 2007 Association for Computing Machinery, Inc. All rights reserved.