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Gameworld interfaces /Kristine Jørgensen.

By: Material type: TextTextPublication details: Cambridge, Massachusetts : The MIT Press, (c)2013.Description: 1 online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9780262319065
  • 9780262319072
Other title:
  • Game world interfaces
Subject(s): Genre/Form: LOC classification:
  • GV1469 .G364 2013
Online resources: Available additional physical forms:
Contents:
The gameworld -- The interface -- Towards a theory of the game interface.
Summary: 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.
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Holdings
Item type Current library Collection Call number URL Status Date due Barcode
Online Book (LOGIN USING YOUR MY CIU LOGIN AND PASSWORD) Online Book (LOGIN USING YOUR MY CIU LOGIN AND PASSWORD) G. Allen Fleece Library ONLINE Non-fiction GV1469.34.79 (Browse shelf(Opens below)) Link to resource Available ocn865508691

Includes bibliographies and index.

Designing the game interface -- The gameworld -- The interface -- Towards a theory of the game interface.

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.

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