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[null,"1.","Record Nr.",null,"UNINA9910453397103321"]
[null,null,"Autore",null,"Jorgensen Kristine <1978->"]
[null,null,"Titolo",null,"Gameworld interfaces / / Kristine Jørgensen"]
[null,null,"Pubbl/distr/stampa",null,"Cambridge, Massachusetts : , : The MIT Press, , [2013]"]
[{"$nulls":4},"©2013"]
[null,null,"ISBN",null,"0-262-31906-3"]
[null,null,"Descrizione fisica",null,"1 online resource (191 p.)"]
[null,null,"Disciplina",null,"794.8"]
[null,null,"Soggetti",null,"Computer games - Psychological aspects"]
[{"$nulls":4},"Computer games - Design"]
[{"$nulls":4},"User interfaces (Computer systems)"]
[{"$nulls":4},"Virtual reality - Psychological aspects"]
[{"$nulls":4},"Electronic books."]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Description based upon print version of record."]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Designing the game interface -- The gameworld -- The interface -- Towards a theory of the game interface."]
[null,null,null,"Sommario/riassunto","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."]