Gameworld interfaces / Kristine J rgensen.
2013
GV1469.34.P79 J67 2013eb
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Details
Title
Gameworld interfaces / Kristine J rgensen.
Author
Jorgensen, Kristine, 1978-
ISBN
9780262319065 (electronic bk.)
0262319063 (electronic bk.)
9780262026864
0262026864
0262319063 (electronic bk.)
9780262026864
0262026864
Published
Cambridge, Massachusetts : The MIT Press, [2013]
Copyright
2013
Language
English
Description
1 online resource
Call Number
GV1469.34.P79 J67 2013eb
Dewey Decimal Classification
794.8
Summary
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 J rgensen investigates different approaches to designing the game interface.
Note
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 J rgensen investigates different approaches to designing the game interface.
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