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Vägledning i TV-spel: En omstridd designkonvention
University of Skövde, School of Informatics.
2019 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesisAlternative title
Wayfinding in video games : A disputed design practice (English)
Abstract [sv]

El-Nasr och Moura (2015) beskriver olika tekniker för hur TV-spel kan vägleda spelaren. Tekniken samlingsbara föremål som indikerar väg beskrivs som objekt som implementeras på ett sådant sätt att de leder spelaren till en belöning eller ett mål. Problemområdet för det aktuella arbetet fokuseras i följande frågeställning: Hur påverkar en spelares grad av spelvana dess inställning till olika grader av vägledning – av sorten samlingsbara föremål som visar väg – i TV-spel? För att få svar på denna fråga utvecklas en artefakt, bestående av 3 banor skapade i Super Mario Maker (2015). Banorna innehåller olika hög grad av vägledning. En studie utvecklas och utförs på 13 deltagare, där de får spela igenom de tre banorna och svara på en intervju. Resultaten tyder på att ovana spelare mer konsekvent föredrar mycket vägledning i spel. Till sist diskuteras potentiella felkällor, och arbetets framtida potential.

Abstract [en]

El-Nasr and Moura (2015) describe different techniques with which video games lead the player. The technique collectible items indicating paths is described as objects being implemented in such a way that they lead the player to a reward or a goal. The research problem for the thesis at hand is outlined with the following research question: How does a player’s level of experience with games affect their opinions regarding different degrees of wayfinding – specifically when it comes to collectible items indicating paths – in video games? To answer this question, a prototype is developed, consisting of 3 levels created using Super Mario Maker (2015). The levels contain wayfinding elements to different extents. A study is developed and then conducted with 13 participants, in which they play the three levels and after which participate in an interview. The results suggest that inexperienced players more consistently prefer a high degree of wayfinding in games. Lastly, potential flaws and errors are discussed, as is the future of the study.

Place, publisher, year, edition, pages
2019. , p. 40
Keywords [en]
wayfinding, design technique, player experience, maze, exploration
Keywords [sv]
vägledning, vägledningsteknik, spelvana, labyrint, utforskning
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:his:diva-17068OAI: oai:DiVA.org:his-17068DiVA, id: diva2:1324461
Subject / course
Informationsteknologi
Educational program
Computer Game Development - Design
Presentation
2019-06-04, G104, Högskolan i Skövde, Skövde, 08:52 (Swedish)
Supervisors
Examiners
Available from: 2019-06-17 Created: 2019-06-13 Last updated: 2019-06-17Bibliographically approved

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
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More styles
Language
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  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
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