Visualload
Abstract
3D video games are a popular form of entertainment that features elaborate visual compositions and settings. Occasionally, players are thrown into situations with a high amount of visual complexity, which may cause players, especially novice players, to misinterpret important game goals or mechanics, which may, in turn, lead to a diminished experience. Previous research investigated visual design, but only in terms of brightness and color contrast, no research investigated attributes of motion, their complexity in regards to visual design, and their effect on the game experience. Informed by cinema and visual perception domains, we embark on a study of 4 motion attributes: flicker, shape, speed, and repetition, and investigate their design within 6 games. We rate these games based on their complexity. We use video coding with a kappa reliability measure to identify these attributes. We then investigate the relationship between the use of these motion attributes and the rated complexity of the visual scene. We present this analysis as a contribution, and design lessons extrapolated based on the analysis.
References (30)
- E. Adams, Fundamentals of Game Design, Second Edition. Berkeley, CA: New Riders, 2009.
- W. Ryan and M. A. Siegel, "Evaluating Interactive Entertainment using Breakdown: Understanding Embodied Learning in Video Games," in Breaking New Ground: Innovation in Games, Play, Practice and Theory, West London, UK, 2009.
- M. Seif El-Nasr, D. Milam, B. Aghebeigi, A. Canossa, S. Niedenthal, and T. Maygoli, "Game Metrics based on Error Measures: A deeper look into your players' behaviors," in Game Metrics: Maximizing the Value of Player Data (fourthcoming), tbd, 2011.
- R. Smith, "Helping Your Players Feel Smart: Puzzles as User Interface," 2009.
- M. Seif El-Nasr, "Intelligent Lighting for Game Environments," Journal of Game Development, vol. 1, no. 2, 2005.
- A. Samarinas, "Illuminating Minotaur's Lair: Light Design and Navigation in Gameworlds," MSc, IT University of Copenhagen, 2009.
- T. Hoeg, "The Invisible Hand: Using Level Design Elements to Manipulate Player Choice," Masters of Interactive Technology in Digital Game Development with a Specialization in Level Design, Guildhall at Southern Methodist University, 2008.
- B. Alotto, "How Level Designers Affect Player Pathing Decisions: Player Manipulation through Level Design," Masters of Interactive Technology in Digital Game Development with a Specialization in Level Design, Guildhall at Southern Methodist University, 2007.
- L. Bartram and C. Ware, "Filtering and Brushing with Motion," Information Visualization,, vol. 1, no. 1, pp. 66-79, 2002.
- B. Block, The Visual Story: Seeing the Structure of Film, TV, and New Media. Boston, MA: Focal Press, 2001.
- P. Ward, Picture Composition, Second. San Francisco: Focal Press, 2003.
- R. Solso, Cognition and the Visual Arts. Cambridge, MA: MIT Press, 1993.
- G. Trefry, Casual Game Design: Designing Play for the Gamer in All of Us. Burlington, MA: Morgan Kaufmann, 2010.
- M. Seif El-Nasr, T. Vasilakos, C. Rao, and Z. Joseph, "Dynamic Intelligent Lighting for Directing Visual Attention in Interactive 3D Scenes," IEEE Transactions on Computational Intelligence and AI in Games, vol. 1, no. 2, 2009.
- A. M. Treisman and G. Gelade, "A feature-integration theory of attention," Cognitive Psychology, vol. 12, no. 1, pp. 97-136, 1980.
- J. Duncan and G. W. Humphreys, "Visual search and stimulus similarity," Psychological Review, vol. 96, no. 3, pp. 433-458, 1989.
- M. Wertheimer, "Untersuchen zu lehre von der Gestalt [Laws of Organization in Perceptual Forms]," Psychologische Forschung [Psychological Research], vol. 4, no. 1, pp. 301-350, 1923.
- J. Wolf, "Guided Search 2.0: A revised model of visual search," Psychonomic Bulletin & Review, vol. 1, no. 2, pp. 202-238, 1994.
- S. Rogers, "Everything I Learned About Level Design I Learned from Disneyland," 2009.
- M. Seif El-Nasr and S. Yan, "Visual Attention in 3D Video Games," presented at the SIGCHI international conference on advances in computer entertainment, Hollywood, 2006.
- L. Bartram, C. Ware, and T. Calvert, "Moticons: detection, distraction and task," International Journal of Human-Computer Studies, vol. 58, no. 5, pp. 515-545, 2003.
- D. Huber and C. Healey, "Visualizing Data with Motion," 2005, pp. 527-534.
- L. Bartram and A. Nakatani, "What makes motion meaningful? Affective properties of abstract motion," 2010.
- C. Ware, Visual thinking for design. San Francisco, CA: Morgan Kaufmann Publishers, 2008.
- A. Kingstone and W. F. Bischof, "Perceptual grouping and motion coherence in visual search," Psychological Science, vol. 10, no. 2, pp. 151-156, 1999.
- A. Castel, J. Pratt, and E. Drummond, "The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search," Acta Psychologica, vol. 119, no. 2, pp. 217-230, 2005.
- S. Green and D. Bavelier, "Effect of Action Video Games on the Spatial Distribution of Visuospatial Attention," Journal of Experimental Psychology: Human Perception and Performance, vol. 32, no. 6, pp. 1465-1478.
- H. Desurvire, M. Caplan, and J. A. Toth, "Using heuristics to evaluate the playability of games," Vienna,, 2004.
- C. Klimmt and T. Hartmann, "Effectance, self-efficacy, and the motivation to play video games," in Playing video games: Motives, responses, and consequences, P. Vorderer and J. Bryant, Eds. Mahwah: Lawrence Erlbaum Associates, 2006, pp. 132-145.
- B. Phillips, "Staying Power: Rethinking Feedback to Keep Players in the Game," Gamasutra Online Magazine, Oct-2009.