Skip to main content

2024 | OriginalPaper | Buchkapitel

5. Design Elements and Design Spaces for Attainable Game Experiences

verfasst von : Adam Palmquist, Izabella Jedel, Ole Goethe

Erschienen in: Universal Design in Video Games

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

This chapter focuses on the design directives and design constraints within the four heuristics of AGE and the critical need to balance them for accomplishing the development of universally accessible and inclusive video games. It argues that AGE heuristics serve not merely as guidelines but as a dynamic scaffold that provides foundational insights for informed design decisions. This chapter explores how such a balanced approach transcends conventional accessibility, leading to the creation of games that are deeply responsive to the diverse needs of a wide player base. Through this balance, the chapter underscores the industry's ongoing commitment to Universal Design principles, advocating for a gaming landscape where players of all abilities can engage and participate.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Fußnoten
1
However, these communities have been noted for fostering toxic behavior against accessibility and inclusion, so exercise caution when deciding whom you and your game are courting. For a deeper understanding, see the comprehensive discussions by Fahey [8] and Parlock [27]. Further research on this topic is available in studies by Kowert [15] and Frommel et al. [23].
 
Literatur
1.
Zurück zum Zitat Barone, E. (2016). Stardew Valley, Chuckelfish Barone, E. (2016). Stardew Valley, Chuckelfish
2.
Zurück zum Zitat Björk, S., & Holopainen, J. (2005). Patterns in game design (1st ed.). Charles River Media. Björk, S., & Holopainen, J. (2005). Patterns in game design (1st ed.). Charles River Media.
3.
Zurück zum Zitat Chekhov, A. (2008) [1887–1904]. Five plays. Ivanov, The Seagull, Uncle Vanya, Three Sisters, and The Cherry Orchard. Oxford University Press. Chekhov, A. (2008) [1887–1904]. Five plays. Ivanov, The Seagull, Uncle Vanya, Three Sisters, and The Cherry Orchard. Oxford University Press.
4.
Zurück zum Zitat Cliffe, J. (2012), Counter-strike—Global offensive. Valve Corporation. Cliffe, J. (2012), Counter-strike—Global offensive. Valve Corporation.
5.
Zurück zum Zitat Costikyan, G. (1994). “I Have No Words and I Must Design.” Interactive fantasy 2. Hogshead Publishing. Costikyan, G. (1994). “I Have No Words and I Must Design.” Interactive fantasy 2. Hogshead Publishing.
6.
Zurück zum Zitat Dix, A. (2003). Human-computer interaction. Pearson Education. Dix, A. (2003). Human-computer interaction. Pearson Education.
7.
Zurück zum Zitat Elias, G. S., Garfield, R., & Gutschera, K. R. (2012). Characteristics of games. MIT Press. Elias, G. S., Garfield, R., & Gutschera, K. R. (2012). Characteristics of games. MIT Press.
8.
Zurück zum Zitat Fahey, R. (2019). “Accessibility” and “difficulty” aren't the same thing. Opinion Gamesindustry.biz Published on April 12, 2019. Reviewed 15, September, 2023 Fahey, R. (2019). “Accessibility” and “difficulty” aren't the same thing. Opinion Gamesindustry.biz Published on April 12, 2019. Reviewed 15, September, 2023
9.
Zurück zum Zitat Frommel, J., Johnson, D., & Mandryk, R. L. (2023). How perceived toxicity of gaming communities is associated with social capital, satisfaction of relatedness, and loneliness. Computers in Human Behavior Reports, 10, 100302.CrossRef Frommel, J., Johnson, D., & Mandryk, R. L. (2023). How perceived toxicity of gaming communities is associated with social capital, satisfaction of relatedness, and loneliness. Computers in Human Behavior Reports, 10, 100302.CrossRef
10.
Zurück zum Zitat Fujibayashi, H. (2017). The Legend of Zelda. Breath of the Wild, Nintendo Fujibayashi, H. (2017). The Legend of Zelda. Breath of the Wild, Nintendo
11.
Zurück zum Zitat Fullerton, T. (2019). Game design workshop: a play centric approach to creating innovative games. 4th edition CRC Press. Fullerton, T. (2019). Game design workshop: a play centric approach to creating innovative games. 4th edition CRC Press.
12.
Zurück zum Zitat Howard. T (2011) Skyrim, Bethesda Game Studios Howard. T (2011) Skyrim, Bethesda Game Studios
13.
Zurück zum Zitat Hunicke, R., LeBlanc, M., & Zubek, R. (2004, July). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4, No. 1, p. 1722). Hunicke, R., LeBlanc, M., & Zubek, R. (2004, July). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4, No. 1, p. 1722).
14.
Zurück zum Zitat Kihlstrom, J. F. (2021). Ecological validity and “Ecological Validity.” Perspectives on Psychological Science, 16(2), 466–471.CrossRef Kihlstrom, J. F. (2021). Ecological validity and “Ecological Validity.” Perspectives on Psychological Science, 16(2), 466–471.CrossRef
15.
Zurück zum Zitat Kowert, R. (2020). Dark participation in games. Frontiers in Psychology, 11, 2969.CrossRef Kowert, R. (2020). Dark participation in games. Frontiers in Psychology, 11, 2969.CrossRef
16.
Zurück zum Zitat Lazy Bear Games. (2018) Graveyard keeper. tinyBuild. Lazy Bear Games. (2018) Graveyard keeper. tinyBuild.
17.
Zurück zum Zitat Leite, P.d.S., & Almeida, L.D.A. (2021). Extended analysis procedure for inclusive game elements: Accessibility features in the last of us Part 2. In: M. Antona & C. Stephanidis (Eds.), Universal access in human-computer interaction. design methods and user experience. HCII 2021. Lecture notes in computer science (Vol. 12768). Springer. https://doi.org/10.1007/978-3-030-78092-0_11 Leite, P.d.S., & Almeida, L.D.A. (2021). Extended analysis procedure for inclusive game elements: Accessibility features in the last of us Part 2. In: M. Antona & C. Stephanidis (Eds.), Universal access in human-computer interaction. design methods and user experience. HCII 2021. Lecture notes in computer science (Vol. 12768). Springer. https://​doi.​org/​10.​1007/​978-3-030-78092-0_​11
18.
Zurück zum Zitat LightSpeed & Quantum Studio. (2018). PUBG mobile. Krafton, Tencent and VNG Games. LightSpeed & Quantum Studio. (2018). PUBG mobile. Krafton, Tencent and VNG Games.
19.
Zurück zum Zitat Miyamoto, S., Yamauchi, H., & Tezuka, T. (1985). Super Mario Bros. Nintendo Entertainment System. Nintendo. Miyamoto, S., Yamauchi, H., & Tezuka, T. (1985). Super Mario Bros. Nintendo Entertainment System. Nintendo.
20.
Zurück zum Zitat Miyazaki, H., Zin, N., Ishizaki, J., Kimijima, Y., Hirai, S., & Yoshida, H. (2011). Dark Soul I. From Software. Miyazaki, H., Zin, N., Ishizaki, J., Kimijima, Y., Hirai, S., & Yoshida, H. (2011). Dark Soul I. From Software.
21.
Zurück zum Zitat Miyazaki, H., Zin, N., Ishizaki, J., Kimijima, Y., Hirai, S., & Yoshida, H. (2014). Dark Soul II. From Software. Miyazaki, H., Zin, N., Ishizaki, J., Kimijima, Y., Hirai, S., & Yoshida, H. (2014). Dark Soul II. From Software.
22.
Zurück zum Zitat Miyazaki, H., Zin, N., Ishizaki, J., Kimijima, Y., Hirai, S., & Yoshida, H. (2016). Dark Soul III. From Software. Miyazaki, H., Zin, N., Ishizaki, J., Kimijima, Y., Hirai, S., & Yoshida, H. (2016). Dark Soul III. From Software.
23.
Zurück zum Zitat Moreau, C. P., & Dahl, D. W. (2005). Designing the solution: The impact of constraints on consumers’ creativity. Journal of Consumer Research, 32(1), 13–22.CrossRef Moreau, C. P., & Dahl, D. W. (2005). Designing the solution: The impact of constraints on consumers’ creativity. Journal of Consumer Research, 32(1), 13–22.CrossRef
24.
Zurück zum Zitat Nielsen, J. (2005). Ten usability heuristics. Nielsen, J. (2005). Ten usability heuristics.
25.
Zurück zum Zitat Pan, J. Y. (2021). Chekhov’s guns: Technology, design, and intention in narrative fiction. Pan, J. Y. (2021). Chekhov’s guns: Technology, design, and intention in narrative fiction.
26.
Zurück zum Zitat Palmquist, A. (2023). Plug & Play? Stakeholders’ co-meaning making of gamification implementations in workplace learning environments (Dissertation University of Gothenburg Department of Applied Information Technology) Palmquist, A. (2023). Plug & Play? Stakeholders’ co-meaning making of gamification implementations in workplace learning environments (Dissertation University of Gothenburg Department of Applied Information Technology)
27.
Zurück zum Zitat Parlock, J. (2019). The biggest hurdle of accessible games may be the community, not developers. Opinion Polygon Published on Dec 23, 2019. Reviewed 15, September, 2023 Parlock, J. (2019). The biggest hurdle of accessible games may be the community, not developers. Opinion Polygon Published on Dec 23, 2019. Reviewed 15, September, 2023
28.
Zurück zum Zitat Pathea Games (2019), My Time in Portia, Team 17. Pathea Games (2019), My Time in Portia, Team 17.
29.
Zurück zum Zitat Persson, M., & Bergensten, J. (2009). Minecraft. Mojang. Persson, M., & Bergensten, J. (2009). Minecraft. Mojang.
31.
Zurück zum Zitat Preece, J., Sharp, H., & Rogers, Y. (2015). Interaction design: Beyond human-computer interaction. Wiley. Preece, J., Sharp, H., & Rogers, Y. (2015). Interaction design: Beyond human-computer interaction. Wiley.
32.
Zurück zum Zitat Salkind, N. J. (Ed.). (2010). Encyclopedia of research design (Vol. 1). SAGE. Salkind, N. J. (Ed.). (2010). Encyclopedia of research design (Vol. 1). SAGE.
33.
Zurück zum Zitat Salen, K. & Zimmerman, E. (2003). Rules of play: Game design fundamentals. MIT Press. Salen, K. & Zimmerman, E. (2003). Rules of play: Game design fundamentals. MIT Press.
34.
Zurück zum Zitat Schatz, E., Cambier, R., & Cambier, R. (2020), The last of us Part II. Naughty Dog. Schatz, E., Cambier, R., & Cambier, R. (2020), The last of us Part II. Naughty Dog.
35.
Zurück zum Zitat Schell, J. (2019). The art of game design. CRC Press. Schell, J. (2019). The art of game design. CRC Press.
36.
Zurück zum Zitat Super Evil Megacorp. (2014). Vainglory. Super Evil Megacorp & Rogue Games Inc. Super Evil Megacorp. (2014). Vainglory. Super Evil Megacorp & Rogue Games Inc.
37.
Zurück zum Zitat Tabata, H. (2016). Final fantasy XV. Square Enix. Tabata, H. (2016). Final fantasy XV. Square Enix.
38.
Zurück zum Zitat Thorson, M. & Berry, N. (2018). Celeste. Maddy Makes Games. Thorson, M. & Berry, N. (2018). Celeste. Maddy Makes Games.
Metadaten
Titel
Design Elements and Design Spaces for Attainable Game Experiences
verfasst von
Adam Palmquist
Izabella Jedel
Ole Goethe
Copyright-Jahr
2024
DOI
https://doi.org/10.1007/978-3-031-30595-5_5

Neuer Inhalt