5 research outputs found

    Making Maps Available for Play: Analyzing the Design of Game Cartography Interfaces.

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    Maps in video games have grown into complex interactive systems alongside video games themselves. What map systems have done and currently do have not been cataloged or evaluated. We trace the history of game map interfaces from their paper-based inspiration to their current smart phone-like appearance. Read- only map interfaces enable players to consume maps, which is sufficient for wayfinding. Game cartography interfaces enable players to persistently modify maps, expanding the range of activity to support planning and coordination. We employ thematic analysis on game cartography interfaces, contributing a near-exhaustive catalog of games featuring such interfaces, a set of properties to describe and design such interfaces, a collection of play activities that relate to cartography, and a framework to identify what properties promote the activities. We expect that designers will find the contributions enable them to promote desired play experiences through game map interface design

    Materializing digital collecting: an extended view of digital materiality

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    If digital objects are abundant and ubiquitous, why should consumers pay for, much less collect them? The qualities of digital code present numerous challenges for collecting, yet digital collecting can and does occur. We explore the role of companies in constructing digital consumption objects that encourage and support collecting behaviours, identifying material configuration techniques that materialise these objects as elusive and authentic. Such techniques, we argue, may facilitate those pleasures of collecting otherwise absent in the digital realm. We extend theories of collecting by highlighting the role of objects and the companies that construct them in materialising digital collecting. More broadly, we extend theories of digital materiality by highlighting processes of digital material configuration that occur in the pre-objectification phase of materialisation, acknowledging the role of marketing and design in shaping the qualities exhibited by digital consumption objects and consequently related consumption behaviours and experiences

    Making maps available for play: Analyzing the design of game cartography interfaces.

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    Maps in video games have grown into complex interactive systems alongside video games themselves. What map systems have done and currently do have not been cataloged or evaluated. We trace the history of game map interfaces from their paper-based inspiration to their current smart phone-like appearance. Read- only map interfaces enable players to consume maps, which is sufficient for wayfinding. Game cartography interfaces enable players to persistently modify maps, expanding the range of activity to support planning and coordination. We employ thematic analysis on game cartography interfaces, contributing a near-exhaustive catalog of games featuring such interfaces, a set of properties to describe and design such interfaces, a collection of play activities that relate to cartography, and a framework to identify what properties promote the activities. We expect that designers will find the contributions enable them to promote desired play experiences through game map interface design
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