02733nam 2200673 450 991045339710332120200520144314.00-262-31906-3(CKB)2550000001169632(EBL)3339717(SSID)ssj0001082972(PQKBManifestationID)12442802(PQKBTitleCode)TC0001082972(PQKBWorkID)11103426(PQKB)10054245(StDuBDS)EDZ0000234271(MiAaPQ)EBC3339717(OCoLC)865508691(OCoLC)1055381686(OCoLC)1066448648(OCoLC)1081256858(OCoLC-P)865508691(MaCbMITP)9306(Au-PeEL)EBL3339717(CaPaEBR)ebr10819309(CaONFJC)MIL551617(OCoLC)865508691(EXLCZ)99255000000116963220130621h20132013 uy| 0engur|n|---|||||txtccrGameworld interfaces /Kristine JørgensenCambridge, Massachusetts :The MIT Press,[2013]©20131 online resource (191 p.)Description based upon print version of record.0-262-02686-4 1-306-20366-X Includes bibliographical references 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.Computer gamesPsychological aspectsComputer gamesDesignUser interfaces (Computer systems)Virtual realityPsychological aspectsElectronic books.Computer gamesPsychological aspects.Computer gamesDesign.User interfaces (Computer systems)Virtual realityPsychological aspects.794.8Jorgensen Kristine1978-991122MiAaPQMiAaPQMiAaPQBOOK9910453397103321Gameworld interfaces2268026UNINA