The Design of Virtual Space: Lessons from Videogame Travel

The Design of Virtual Space: Lessons from Videogame Travel

Steve Guynup
ISBN13: 9781466600294|ISBN10: 1466600292|EISBN13: 9781466600300
DOI: 10.4018/978-1-4666-0029-4.ch009
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MLA

Guynup, Steve. "The Design of Virtual Space: Lessons from Videogame Travel." Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends, edited by Richard E. Ferdig and Sara de Freitas, IGI Global, 2012, pp. 120-141. https://doi.org/10.4018/978-1-4666-0029-4.ch009

APA

Guynup, S. (2012). The Design of Virtual Space: Lessons from Videogame Travel. In R. Ferdig & S. de Freitas (Eds.), Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends (pp. 120-141). IGI Global. https://doi.org/10.4018/978-1-4666-0029-4.ch009

Chicago

Guynup, Steve. "The Design of Virtual Space: Lessons from Videogame Travel." In Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends, edited by Richard E. Ferdig and Sara de Freitas, 120-141. Hershey, PA: IGI Global, 2012. https://doi.org/10.4018/978-1-4666-0029-4.ch009

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Abstract

Videogames are the starting point for the general understanding of virtual space. (Grove & Williams, 1998). Academics use videogames to describe virtual space (Murray, 1997; Nitsche, 2009). Others argue that there is no understanding of virtual space, only a loose collection of articles connected by the issue of realism in rendering or behavior (Manovich, 2001). These statements point to a lack of understanding
of virtual space on its own terms and set the stage for this document. This is a design document, written by a designer of virtual spaces. Its purpose is to provocatively explore user experience and task completion as forces that influence the design of virtual space. This is not a conventional research paper. The complex relationships of narrative, realism, motivation, usability, and human computer interaction (HCI) are unpacked in the videogame World of Warcraft through a detailed examination of travel. It is proposed that the exploration of travel in a videogame can provide a toolkit of ideas for the application of narrative, realism, motivation, and usability in virtual space. Travel can inform designers on issues of user experience and task completion in virtual spaces.

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