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
Submitted on
2008-06-04
Pages
89
Abstract
This thesis takes a novel approach to the process of level design in Computer Games by applying it to constructivist cognitive psychology. Through the principles of this theory, similar lessons from cinematic sciences and city planning is introduced as the constructing elements. The sum of research is formulated as an analytical model for optimization and evaluation of the spatial/narrative aspects of level design from a user centric point of view. This model, labeled as GRID, is subsequently tested through a prototype game environment that has been constructed for this purpose. The test concludes on degree of detail which players in computer games assign to the explored and unexplored level in which they are situated, finding that minimalist theories of inferences are likely to be dominant over Constructiuvistic.
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