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    UID:
    kobvindex_INTbi00005189
    Format: 36 pages : , illustrations ; , 42 × 29.71 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: This thesis delves into the intricate relationship between user interface (UI) design and player immersion in the genre of horror video games. While a good horror game relies on elements such as narrative, sound design, and gameplay mechanics, this study posits that UI also plays a crucial role in modulating player's immersion and overall experience. Drawing upon examples from contemporary horror games like Metro 2033 Redux, Layers of Fear, and Dead by Daylight, the research aims to identify how different types of UI components can either enhance or disrupt the horror atmosphere. The core objective is to analyze the impact of UI on players' satisfaction and provide insights into how it can be optimized for a more thrilling and immersive experience. With the rise of the video game industry and advancements in technology, the thesis argues for the importance of understanding the role of UI in creating compelling horror game experiences. Keywords: User Interface, Immersion, Horror Video Games, Game Design, Metro 2033 Redux, Layers of Fear, Dead by Daylight, Player Satisfaction, Gameplay Mechanics, Narrative Keywords: User Interface, Immersion, Horror Video Games, Game Design, Metro 2033 Redux, Layers of Fear, Dead by Daylight, Player Satisfaction, Gameplay Mechanics, Narrative
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1. Introduction ................................................................................................................... 7 1.1 What Makes a Good Horror Game? ................................................................................. 7 1.2 Problem Statement, Relevance and Aim ........................................................................ 10 1.3 Methodology and Limitations ........................................................................................ 10 2. Behind the Fourth Wall ............................................................................................. 11 2.1 User Interface and Usability .......................................................................................... 12 2.2 Immersion ....................................................................................................................... 13 3. Diegesis Theory ............................................................................................................... 16 3.1.1 Narrative ...................................................................................................................... 16 3.1.2 the Fourth Wall ............................................................................................................ 18 3.2 Interface Components .................................................................................................... 18 3.2.1 Diegetic Components .............................................................................................. 18 3.2.2 Non-diegetic Components ...................................................................................... 20 3.2.3 Spatial Components ................................................................................................ 21 3.2.4 Meta Components ................................................................................................... 22 4. Case Studies ..................................................................................................................... 26 4.2 Game Analysis ................................................................................................................ 26 4.2.1 Metro 2033 Redux (4a Games, 2014) ....................................................................... 27 4.2.2 Layers of Fear (bloober Team, 2016) ....................................................................... 32 4.2.3 Dead by Daylight (studio Behaviour, 2016) .............................................................. 35 5. Design Project ............................................................................................................... 40 5.1 Immersed Into "the Fog". Context and Purpose ............................................................. 40 5.2 Hud Overview ............................................................................................................... 41 5.3 World Behaviour ............................................................................................................. 45 5.4 Defining the Problem Through Immersion Point of View .................................................. 46 5.5 Solution ........................................................................................................................... 47 5.6 Outcome .......................................................................................................................... 51 6. Conclusion ...................................................................................................................... 54 references ......................................................................................................................... 56 table of Figures ............................................................................................................... 58
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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