id |
cf2017_567 |
authors |
Kim, Ikhwan; Lee, Injung; Lee, Ji-Hyun |
year |
2017 |
title |
The Expansion of Virtual Landscape in Digital Games: Classification of Virtual Landscapes Through Five principles |
source |
Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, pp. 567-584. |
summary |
This research established classification system which contains five principles and variables to classify the types of the virtual landscape in digital games. The principles of the classification are Story, Space Shape, Space and Action Dimension, User Complexity and Interaction Level. With this classification system, our research group found the most representative types of virtual landscape in the digital game market through 1996 to 2016. Although mathematically there can be 288 types of virtual landscape, only 68 types have been used in the game market in recent twenty years. Among the 68 types, we defined 3 types of virtual landscape as the most representative types based on the growth curve and a number of cases. Those three representative types of virtual landscapes are Generating / Face / 3D-3D / Single / Partial, Providing / Chain / 3D-3D / Single / Partial and Providing / Linear / 2D-2D / Single / Partial. With the result, the researchers will be able to establish the virtual landscape design framework for the future research. |
keywords |
Digital Game, Virtual Landscape, Game Design, Game Classification |
series |
CAAD Futures |
email |
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full text |
file.pdf (1,164,502 bytes) |
references |
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last changed |
2017/12/01 14:38 |
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