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Tillämpningars påverkan på spelares vägval i spelnivåer
University of Skövde, School of Informatics.
2019 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesisAlternative title
Wayfinding cues effects on players path decision in game levels (English)
Abstract [sv]

Bartram och Moura (2014) och Hoeg (2008) har båda listat upp olika sätt för speldesigners att leda spelare i spel men att det finns få studier inom området. Tanken med detta arbete har varit att titta på specifika tillämpningar för att förstå vilken väg spelare väljer vid symmetriska vägval då ett av alternativen visar vägen för spelaren. Problemet mynnar ut i frågeställningen: När spelare står inför två symmetriska vägval, vilken väg väljer då spelare ifall ett av alternativen antingen leds av ett landmärke, en skylt eller partiklar i rörelse? För att ge svar på detta har en artefakt skapats med en efterföljande enkät. Därefter har en analys förts på de 31 svaren som inkommit. Resultatet visar tecken på att personer i hög grad tillåter sig vägledas av tillämpningarna. I slutet görs en diskussion gällande relevanta aspekter rörande arbetet och området.

Abstract [en]

Bartram and Moura (2014) and Hoeg (2008) have both listed different ways for game designers to lead players in games but that there are few studies done in this field. The thought behind this thesis have been to study different wayfinding cues to understand which path players choose at a symmetrical decision where one option leads the player. With the problem the following becomes the issue: When players face two symmetrical choices, which way does the player choose if one of the options are leading the player with a landmark, a sign or moving particles? To answer this, an artifact has been created with an subsequent questionnaire. Subsequently, an analysis was made of the 31 responses received. The results show signs of people to a high degree allows themselves to be guided by the wayfinding cues studied in this paper. A discussion on relevant aspects of the work and the field are presented at the end.

Place, publisher, year, edition, pages
2019. , p. 40
Keywords [en]
Wayfinding, Games, Effects, Path Desicion
Keywords [sv]
Vägfinnande, Spel, Påverkan, Vägval
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:his:diva-17652OAI: oai:DiVA.org:his-17652DiVA, id: diva2:1348925
Subject / course
Informationsteknologi
Educational program
Computer Game Development - Design
Presentation
2019-06-04, G104, Högskolan i Skövde, Skövde, 08:15 (Swedish)
Supervisors
Examiners
Available from: 2019-09-09 Created: 2019-09-06 Last updated: 2019-09-09Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
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