Exploring the feasibility of diegetic in-game store user interfaces

Exploring the feasibility of diegetic in-game store user interfaces
复制标题

探索游戏内商店用户界面的可行性

DOI:
10.1145/3014812.3014881
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发表时间:
2017
期刊:
Australasian Computer Science Week
影响因子:
--
通讯作者:
J. Buchan
J. Buchan
中科院分区:
--
文献类型:
--
作者:
H. Ogier;J. Buchan

文献摘要

被引文献

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与非Diegic(基于列表的)游戏内商店界面相比,Diegtic(现货)用户界面可以提供诸如增加玩家沉浸感的优势。评估这一假设的一种方法是,让一家游戏商店同时拥有Diegic和Non-Diegic界面,这样就可以进行界面的可用性比较测试。这项工作探索了在现有游戏中将非Diegic商店转换为Diegic商店的可行性,目的是实现这种比较。基于游戏中的空间约束测试了可行性。通过对一款商业发行的游戏的应用,对所提出的模型进行了验证和评估。这一评估表明,该模型产生了有意义的结果和有益的启示,以指导游戏内商店的设计。建议进一步的工作,包括使用真实世界的商店布局算法。
Diegetic (stock-on-shelf) user interfaces may offer advantages, such as increased player immersion, compared to non-diegetic (list-based) in-game store interfaces. One way to evaluate this hypothesis would be to have a single game store with both diegetic and non-diegetic interfaces so that comparative usability tests of the interfaces could be conducted. This work explores the feasibility of converting non-diegetic to diegetic stores in existing games, for the purpose of enabling this comparison. Feasibility is tested based on in-game spatial constraints. The proposed model is demonstrated and evaluated through its application to a commercially released game. This evaluation shows the model generates meaningful results and useful implications for diegetic in-game store design. Further work is suggested, including use of real-world store layout algorithms.