02855oam 2200709K 450 991079083500332120230710144636.00-262-31907-10-262-31906-3(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)99255000000116963220131217d2013 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.Game world interfacesVideo gamesPsychological aspectsVideo gamesDesignUser interfaces (Computer systems)Virtual realityPsychological aspectsGAME STUDIES/Game DesignGAME STUDIES/GeneralDESIGN/Interactive DesignVideo gamesPsychological aspects.Video gamesDesign.User interfaces (Computer systems)Virtual realityPsychological aspects.794.8Jorgensen Kristine1978-1567207OCoLC-POCoLC-PBOOK9910790835003321Gameworld interfaces3838426UNINA