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Visual abstraction for games on large public displays

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paper

Published

Standard

Visual abstraction for games on large public displays. / Gullick, David; Burnett, Dan; Coulton, Paul.

Proceedings of 8th International Conference on Intelligent Technologies for Interactive Entertainment. Springer, 2016.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paper

Harvard

Gullick, D, Burnett, D & Coulton, P 2016, Visual abstraction for games on large public displays. in Proceedings of 8th International Conference on Intelligent Technologies for Interactive Entertainment. Springer.

APA

Gullick, D., Burnett, D., & Coulton, P. (2016). Visual abstraction for games on large public displays. In Proceedings of 8th International Conference on Intelligent Technologies for Interactive Entertainment Springer.

Vancouver

Gullick D, Burnett D, Coulton P. Visual abstraction for games on large public displays. In Proceedings of 8th International Conference on Intelligent Technologies for Interactive Entertainment. Springer. 2016

Author

Gullick, David ; Burnett, Dan ; Coulton, Paul. / Visual abstraction for games on large public displays. Proceedings of 8th International Conference on Intelligent Technologies for Interactive Entertainment. Springer, 2016.

Bibtex

@inproceedings{864331b77ccf4095a1bf96178b7450a7,
title = "Visual abstraction for games on large public displays",
abstract = "From its earliest developments video game design has arguably been closely coupled to technological evolution particularly in relation to graphics. In very early games the limitations of technology led to highly abstracted graphics but as technology improved, abstraction has largely been left behind as developers strive towards ever-greater realism. Thus, games are generally drawing from conventions established in the mediums of film and television, and potentially limiting themselves from the possibilities abstraction may offer. In this research, we consider whether highly abstracted graphics are perceived as detrimental to gameplay and learnability by current gamers through the creation of a game using very low-resolution display that would accommodate a range of display options in a playable city. The results of trialing the game at a citywide light festival event where it was played by over 150 people indicated that abstraction made little difference to their sense of engagement with the game, however it did foster communication between players and suggests abstraction is a viable game design option for playable city displays.",
keywords = "game design, Graphics, ABSTRACTION, realism, Resolution ",
author = "David Gullick and Dan Burnett and Paul Coulton",
year = "2016",
month = jun
day = "28",
language = "English",
booktitle = "Proceedings of 8th International Conference on Intelligent Technologies for Interactive Entertainment",
publisher = "Springer",

}

RIS

TY - GEN

T1 - Visual abstraction for games on large public displays

AU - Gullick, David

AU - Burnett, Dan

AU - Coulton, Paul

PY - 2016/6/28

Y1 - 2016/6/28

N2 - From its earliest developments video game design has arguably been closely coupled to technological evolution particularly in relation to graphics. In very early games the limitations of technology led to highly abstracted graphics but as technology improved, abstraction has largely been left behind as developers strive towards ever-greater realism. Thus, games are generally drawing from conventions established in the mediums of film and television, and potentially limiting themselves from the possibilities abstraction may offer. In this research, we consider whether highly abstracted graphics are perceived as detrimental to gameplay and learnability by current gamers through the creation of a game using very low-resolution display that would accommodate a range of display options in a playable city. The results of trialing the game at a citywide light festival event where it was played by over 150 people indicated that abstraction made little difference to their sense of engagement with the game, however it did foster communication between players and suggests abstraction is a viable game design option for playable city displays.

AB - From its earliest developments video game design has arguably been closely coupled to technological evolution particularly in relation to graphics. In very early games the limitations of technology led to highly abstracted graphics but as technology improved, abstraction has largely been left behind as developers strive towards ever-greater realism. Thus, games are generally drawing from conventions established in the mediums of film and television, and potentially limiting themselves from the possibilities abstraction may offer. In this research, we consider whether highly abstracted graphics are perceived as detrimental to gameplay and learnability by current gamers through the creation of a game using very low-resolution display that would accommodate a range of display options in a playable city. The results of trialing the game at a citywide light festival event where it was played by over 150 people indicated that abstraction made little difference to their sense of engagement with the game, however it did foster communication between players and suggests abstraction is a viable game design option for playable city displays.

KW - game design

KW - Graphics

KW - ABSTRACTION

KW - realism

KW - Resolution

M3 - Conference contribution/Paper

BT - Proceedings of 8th International Conference on Intelligent Technologies for Interactive Entertainment

PB - Springer

ER -