Gameworld interfaces

Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented by the game, avoiding symbolic or abstract representations that seem alien to the fictional world. Al...

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Bibliographic Details
Main Author: Jorgensen, Kristine (Author)
Format: Book
Language:English
Published: Cambridge, Massachusetts The MIT Press 2013
Subjects:
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Call Number :GV 1469.34 .P79 .J67 2013

MARC

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040 |a UPNM  |b eng  |c UPNM  |e rda 
090 |a GV 1469.34 .P79  |b .J67 2013 
100 1 |a Jorgensen, Kristine  |e author 
245 1 0 |a Gameworld interfaces  |c Kristine Jorgensen 
246 3 |a Game world interfaces 
264 1 |a Cambridge, Massachusetts  |b The MIT Press  |c 2013 
300 |a viii, 181 pages  |b illustrations  |c 24 cm 
336 |a text  |2 rdacontent 
337 |a unmediated  |2 rdamedia 
338 |a volume  |2 rdacarrier 
504 |a Includes bibliographical references and index 
505 |a Introduction -- Designing the game interface -- The gameworld as interface -- The interface as liminal -- Towards a theory of the gameworld interface. 
520 |a Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented by the game, avoiding symbolic or abstract representations that seem alien to the fictional world. Alternatively, the game may use graphical augmentations such as superimposed information, menus, and icons that points directly to important information. In 'Gameworld Interfaces', Kristine Jørgensen investigates different approaches to designing the game interface. 
592 |a 00007345/14  |b 16/12/2014  |c RM101.67  |h AREESH 
650 0 |a Computer games  |x Psychological aspects 
650 0 |a Computer games  |x Design 
650 0 |a User interfaces (computer systems) 
650 0 |a Virtual reality  |x Psychological aspects 
999 |a vtls000053291  |c 99184  |d 99184