Visual Delegates – Enhancing Player Perception by Visually Delegating Player Character Sensation
summary
Grounded theory coding of 102 character-centered games identifies how visualizations substitute for nonvisual character sensations and offers a concrete toolbox rather than vague design advice. The study catalogs 67 visual delegate types, splits them into 35 implicit and 32 explicit instances, and groups them into 5 basic perceptions across 12 subgroups. Examples include an arrow in Far Cry 5 for co-presence, a rolled camera in Mirror’s Edge for balance, and dark interface spots in Destiny 2 for health.
AI-written summary · about
related talks
35mWithout Vision, you'd be blind
27mPresence in Practice: Affinity & Contrast in Game UX
28mUnseen: How Non-gamer Input can Change & Improve Art & Storytelling in Games
01h 26mShow Don't Tell: The Intricacies of Metaphors in Visual Media
55mConfirming Vision
16mJuicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience
17mLooking Outside the Box: Reflecting on Gaze Interaction in Gameplay
03mComputer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investiga...
