人气
虚拟世界
意义(存在)
游戏设计
计算机科学
空格(标点符号)
虚拟实境
游戏艺术设计
人机交互
美学
电子游戏
建筑
透视图(图形)
博弈机制
虚拟现实
电子游戏设计
多媒体
视觉艺术
认识论
人工智能
心理学
艺术
社会心理学
哲学
操作系统
作者
Bo Wang,Zhenlin Gao,Mohammad Shidujaman
标识
DOI:10.1177/15554120231171290
摘要
With the development of game engines and graphics technology, open-world games have gained popularity all over the world recently. One of the key features of this genre is a realistic open world space for the players to explore, to the extent that some even deemed it as the prototype of virtual world and the Metaverse. However, in comparison with the growing world size, the player's spatial experience is a downward spiral. Interaction in an ever-increasing game space suffered from a repetitive design pattern which rendered the world grandeur on the surface but hollow deep down. How to find meaning in this seemingly hollow world and what game designers can learn from it? From a phenomenological perspective, this paper distinguishes “place” from “space,” and, according to this, proposes a three-dimensional meaning structure of place, that is “orientation-identification-time,” as a design approach to reconstruct a meaningful spatial experience in the game world.
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