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A master's thesis from Aalborg University
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tid og rum som narrativ i computerspil

Translated title

Time and space as narrative in Computer Games

Term

4. term

Education

Publication year

2008

Submitted on

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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