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The Design of Virtual Space: Lessons from Videogame Travel

The Design of Virtual Space: Lessons from Videogame Travel
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Author(s): Steve Guynup (Art Institute of Pittsburgh, USA)
Copyright: 2012
Pages: 22
Source title: Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends
Source Author(s)/Editor(s): Richard E. Ferdig (Research Center for Educational Technology - Kent State University, USA)and Sara de Freitas (Coventry University, UK)
DOI: 10.4018/978-1-4666-0029-4.ch009

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Abstract

Videogames are the starting point for the general understanding of virtual space. (Grove & Williams, 1998). Academics use videogames to describe virtual space (Murray, 1997; Nitsche, 2009). Others argue that there is no understanding of virtual space, only a loose collection of articles connected by the issue of realism in rendering or behavior (Manovich, 2001). These statements point to a lack of understanding
of virtual space on its own terms and set the stage for this document. This is a design document, written by a designer of virtual spaces. Its purpose is to provocatively explore user experience and task completion as forces that influence the design of virtual space. This is not a conventional research paper. The complex relationships of narrative, realism, motivation, usability, and human computer interaction (HCI) are unpacked in the videogame World of Warcraft through a detailed examination of travel. It is proposed that the exploration of travel in a videogame can provide a toolkit of ideas for the application of narrative, realism, motivation, and usability in virtual space. Travel can inform designers on issues of user experience and task completion in virtual spaces.


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