Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games

要旨

Researchers reference realism in digital games without sufficient specificity. Without clarity about the dimensions of realism, we cannot assess how and when to aim for a higher degree of realism, when lower realism suffices, or when purposeful unrealism is ideal for a game and can benefit player experience (PX). To address this conceptual gap, we conducted a systematic review using thematic synthesis to distinguish between types of realism currently found in the digital games literature. We contribute qualitative themes that showcase contradictory design goals of realism/unrealism. From these themes, we created a framework (i.e., a hierarchical taxonomy and mapping) of realism dimensions in digital games as a conceptual foundation. Our themes and framework enable a workable specificity for designing or analyzing types of realism, equip future work to explore effects of specific realism types on PX, and offer a starting point for similar efforts in non-game applications.

受賞
Honorable Mention
著者
Katja Rogers
University of Waterloo, Waterloo, Ontario, Canada
Sukran Karaosmanoglu
Universität Hamburg, Hamburg, Germany
Maximilian Altmeyer
German Research Center for Artificial Intelligence (DFKI), Saarland Informatics Campus, Saarbrücken, Germany
Ally Suarez
University of Waterloo, Waterloo, Ontario, Canada
Lennart E.. Nacke
University of Waterloo, Waterloo, Ontario, Canada
論文URL

https://dl.acm.org/doi/abs/10.1145/3491102.3501875

動画

会議: CHI 2022

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2022.acm.org/)

セッション: Getting Realistic in Games

292
4 件の発表
2022-05-04 23:15:00
2022-05-05 00:30:00