- A study of how space affects player perception of movement in games.
The design of the game space is a major factor in shaping the player’s movement patterns and the player’s perception of movement (kinesthesia) in computer- and videogames, but very little research has been done into which aspects of the game world affect movement in what ways. Understanding the specifics of how space shapes movement is important in designing varied game worlds that affect the play experience in particular ways. This thesis analyses how different spatial structures give rise to different movement patterns in games with or without context-sensitive controls. The thesis analyses the dynamics between the game world, the controls, and the rules, and employs methods from user experience research to gather qualitative data about how players experience changes to each of these aspects of a game. The results demonstrate concrete relationships between different types of game space and different movement patterns and explain the player behaviour underlying these relationships, which will be especially valuable to those seeking to design environments for games where movement is a central part of the play experience.
Kinesthesia and Game Spaces is my Master’s thesis from the IT University of Copenhagen. It’s 70 of your regular human pages, which comes in just under 90 magic university pages (2400 characters per page). It was handed in on the 1st of November 2011, three months after the original deadline, and I defended it orally yesterday to the grade of 10, which translates into an A on the American scale or a B on the European scale. Not that the grade matters much to me right now, as I’m frankly just happy to have graduated with the least scientific Cand.Scient. in the country after 18 years of education.
I guess this marks a goodbye to this blog’s “University paper” tag.
You can download Kinesthesia and Game Spaces as a PDF weighing just under 2 MB.