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Exploring terra incognita: wayfinding devices for games

Published: 03 December 2007 Publication History

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.

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  • (2015)Design Techniques for Planning Navigational Systems in 3-D Video GamesComputers in Entertainment 10.1145/2701657.263342112:2(1-25)Online publication date: 13-Feb-2015

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    Published In

    cover image ACM Conferences
    IE '07: Proceedings of the 4th Australasian conference on Interactive entertainment
    December 2007
    174 pages
    ISBN:9781921166877

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    RMIT University

    Melbourne, Australia

    Publication History

    Published: 03 December 2007

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    Author Tags

    1. egocentric
    2. exploring
    3. gameworld
    4. landmarks
    5. wayfinding

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    IE07: Australian Conference on Interactive Entertainment
    December 3 - 5, 2007
    Melbourne, Australia

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    Overall Acceptance Rate 64 of 148 submissions, 43%

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    • (2015)Design Techniques for Planning Navigational Systems in 3-D Video GamesComputers in Entertainment 10.1145/2701657.263342112:2(1-25)Online publication date: 13-Feb-2015

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