<p><b>A cultural theory of the interface as a relation that is both ubiquitous and elusive, drawing on disciplines from cultural theory to architecture.</b></p><p>In this book, Branden Hookway considers the interface not as technology but as a form of relationship with technology. The interface, Hoo
Gameworld Interfaces (The MIT Press)
β Scribed by Kristine Jorgensen
- Tongue
- English
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
Computer games usually take one of two approaches to presenting game information to players. A game might offer information naturalistically, as part of the game's imaginary universe; or it might augment the world of the game with overlays, symbols, and menus. In this book, Kristine Jorgensen investigates both kinds of gameworld interfaces. She shows that although the naturalistic approach may appear more integral to the imaginary world of the game, both the invisible and visible interfaces effectively present information that players need in order to interact with the game and its rules. The symbolic, less naturalistic approach would seem to conflict with the idea of a coherent, autonomous fictional universe; but, Jorgensen argues, gameworlds are not governed by the pursuit of fictional coherence but by the logics of game mechanics. This is characteristic of gameworlds and distinguishes them from other traditional fictional worlds. Jorgensen investigates gameworld interfaces from the perspectives of both game designers and players. She draws on interviews with the design teams of Harmonix Music (producer of "Rock Band" and other music games) and Turbine Inc. (producer of such massively multiplayer online games as "Lord of the Rings Online"), many hours of gameplay, and extensive interviews and observations of players. The player studies focus on four games representing different genres: "Crysis," " Command & Conquer 3: Tiberian Wars," "The Sims 2," and "Diablo 2." Finally, she presents a theory of game user interfaces and considers the implications of this theory for game design."
π SIMILAR VOLUMES
This unique guide to interactive system design reflects the experience and vision of Jef Raskin, the creator of the Apple Macintosh. Other books may show how to use today's widgets and interface ideas effectively. Raskin, however, demonstrates that many current interface paradigms are dead ends, and
<span>A secret history of the garage as a space of creativity, from its invention by Frank Lloyd Wright to its use by start-ups and garage bands.</span><p><span>Frank Lloyd Wright invented the garage when he moved the automobile out of the stable into a room of its own. Steve Jobs and Steve Wozniak
<span>A space cruiser, in search of its sister ship, encounters beings descended from self-replicating machines.</span><p><span>In the grand tradition of H. G. Wells and Jules Verne, StanisΕaw Lem's </span><span>The Invincible</span><span> tells the story of a space cruiser sent to an obscure planet
<span>A space cruiser, in search of its sister ship, encounters beings descended from self-replicating machines.</span><p><span>In the grand tradition of H. G. Wells and Jules Verne, StanisΕaw Lem's </span><span>The Invincible</span><span> tells the story of a space cruiser sent to an obscure planet