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A master's thesis from Aalborg University
Book cover


tid og rum som narrativ i computerspil

Translated title

Time and space as narrative in Computer Games

Author

Term

4. term

Education

Publication year

2008

Pages

89

Abstract

This thesis introduces a new way to design video game levels by drawing on constructivist cognitive psychology—the idea that people build mental models from experience. It also incorporates lessons from film studies and urban planning to shape space and story. The research is distilled into a user-centered analytical model for optimizing and evaluating the spatial and narrative aspects of level design. This model, called GRID, is tested in a purpose-built prototype game environment. The test examines how much detail players attribute to both explored and unexplored areas, and suggests that minimalist inference (making as few assumptions as possible) explains their behavior better than constructivist accounts.

Denne afhandling præsenterer en ny tilgang til banedesign i computerspil ved at trække på konstruktivistisk kognitionspsykologi – altså ideen om, at mennesker bygger mentale modeller ud fra deres erfaringer. Den kombinerer dette med indsigter fra filmvidenskab og byplanlægning som redskaber til at forme rum og fortælling. Resultatet er en analytisk, brugercentreret model til at optimere og evaluere de rumlige og narrative sider af banedesign. Modellen, kaldet GRID, afprøves i et prototype-spilmiljø udviklet til formålet. Testen undersøger, hvor meget detaljerigdom spillere tilskriver både udforskede og ikke-udforskede områder, og peger på, at minimalistiske inferensteorier (at man antager så lidt som muligt) passer bedre end konstruktivistiske forklaringer.

[This apstract has been rewritten with the help of AI based on the project's original abstract]