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Gameworld Interfaces$
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Kristine Jørgensen

Print publication date: 2013

Print ISBN-13: 9780262026864

Published to MIT Press Scholarship Online: May 2014

DOI: 10.7551/mitpress/9780262026864.001.0001

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Designing the Game Interface

Designing the Game Interface

Chapter:
(p.19) 2 Designing the Game Interface
Source:
Gameworld Interfaces
Author(s):

Kristine Jørgensen

Publisher:
The MIT Press
DOI:10.7551/mitpress/9780262026864.003.0002

This chapter discusses game interface design with point of departure in interaction design. It draws upon the insights of experienced game interface designers, and questions the idea that the best game interfaces are those that make the game appear unmediated, and asks what it means for an interface to be integrated into the gameworld environment. It is argued that a gameplay-sensitive approach to game design must be linked to game interfaces is associated with a user-centered, activity-centered, as well as context-centered approach, and that the ideals of ubiquitous computing are more central than the ideals of transparency. This means that the goal of the game interface is not to disappear from the player’s view, but to become so conventional and familiar to the game that it is accepted because it helps the player interact with the gameworld in a meaningful way.

Keywords:   integrated information, superimposed information, interaction design, ubiquitous computing, gameplay-sensitive approach

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