Willumsen Ea Christina
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere
Based on data gathered from an analysis of 99 digital single-player games, this paper presents a framework named the PO-VE model for analysing player objects in virtual environments. Player objects are understood as objects integrated in the virtual environment which constitute the player’s point of control and thus frame their actions in the game system. A necessary distinction is made between player object and the presentation of characterisation, separating the notion of “character” from player object, which yields certain analytical benefits. The PO-VE model, which consists of 16 different categories and thus provides a high-granularity analysis tool, is presented using two primary examples from the data set – The Witcher III: Wild Hunt and VVVVVV – and discussed in relation to its potential applications, limitations, and contributions to the more theoretical domain of game studies.
2002 Computer Games and Digital Cultures Conference Proceedings
This paper provides a description and applicable models of the concept of interaction in the context of multi-player games. The description is not restricted to the level of current implementations. More concrete takeaway consists of the conceptual interaction model and the hierarchical interaction model, which can be used as basic guidelines for richer interaction design. Furthermore, the empirical part describes several cases providing deeper insight into the area of combining games and academic research.
Roudavski Stanislav Penz François
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up
Does our preoccupation with navigable space distract us from the expressive potential of interactive media? Can our understanding of spatial context in virtual environments (VEs) be expanded to incorporate social reasoning and behavior? Drawing on the theoretical foundations and practice of Architecture, this paper considers the relationship between person and environment in the real world and in navigable real-time three-dimensional digital worlds. The first part discusses the cyclical and bi-directional nature of the person _ environment relationship with interactive involvement as the basis for meaning construction and behavior guidance. The second part considers the differences brought in by the representative nature of computer-based interactive three-dimensional (3D) worlds. The examples for discussion are derived from the rich field of videogames. This is followed by an overview of the principal components of Shenmue II, a role-playing game, and a case-study examination of one interactive sequence from it. The analysis shows that navigable space always carries meaning, reiterates that interactivity is an integral part of spatial experiences and illustrates how construction of mental images is a product of mediation. When VEs are designed to utilize rich agency and expressive mediation devices, they potently overstep the systematic rule-based constraints of their design and become meaningful and engaging as situations that have real-world roots and dramatically significant consequences.