Non-Euclidean Video Games: Exploring Player Perceptions and Experiences Inside Impossible Spaces

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Daniil Osudin;Alena Denisova;Christopher Child
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Abstract

Non-Euclidean geometry has the potential to be used for novel interactions in video games and create virtual spaces that are not physically possible in the real world. To explore how players perceive and experience them in video games, we have adapted two well-known 2-D games, Snake and Asteroids to create two versions in addition to the conventional virtual space—with hyperbolic and spherical environments—and conducted a within-subject design user study on all three versions of these games. The results show that experienced mastery and control are lower when playing the two non-Euclidean versions while perceived immersion and challenge do not differ significantly between these three conditions. We also report on the qualitative findings from our participants, which provide further insights into the perception and experiences of these environments.
非欧几里得电子游戏:探索玩家在不可能空间中的感知和体验
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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