Gameworld interfaces /

Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented by the game, avoiding symbolic or abstract representations that seem alien to the fictional world. Al...

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Bibliographic Details
Online Access: Full text (MCPHS users only)
Main Author: Jorgensen, Kristine, 1978-
Format: Electronic eBook
Language:English
Published: Cambridge, Massachusetts : The MIT Press, 2013
Subjects:
Local Note:ProQuest Ebook Central

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100 1 |a Jorgensen, Kristine,  |d 1978-  |1 https://id.oclc.org/worldcat/entity/E39PCjHqg9fKXDCVqdmDmPMC6X 
245 1 0 |a Gameworld interfaces /  |c Kristine Jørgensen. 
246 3 |a Game world interfaces 
264 1 |a Cambridge, Massachusetts :  |b The MIT Press,  |c [2013] 
264 4 |c ©2013 
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504 |a Includes bibliographical references and index. 
505 0 |a Designing the game interface -- The gameworld -- The interface -- Towards a theory of the game interface. 
520 8 |a Digital games tend to follow one of two trends when presenting game information to the player. The game may present game information in a naturalistic way as part of the imaginary universe presented by the game, avoiding symbolic or abstract representations that seem alien to the fictional world. Alternatively, the game may use graphical augmentations such as superimposed information, menus, and icons that points directly to important information. In 'Gameworld Interfaces', Kristine Jørgensen investigates different approaches to designing the game interface. 
546 |a English. 
588 0 |a Print version record. 
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650 0 |a Video games  |x Psychological aspects. 
650 0 |a Video games  |x Design. 
650 0 |a User interfaces (Computer systems) 
650 0 |a Virtual reality  |x Psychological aspects. 
650 2 |a User-Computer Interface 
758 |i has work:  |a Gameworld interfaces (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCFPxpMrWFqXwmjqvCgftjy  |4 https://id.oclc.org/worldcat/ontology/hasWork 
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