Many simulation games feature realistic mechanics that are highly representational (Adams 2014, p. 37) and closely recreate real activities or processes. Simulation games where the player keep artificial pets in their own environment (e.g. virtual aquarium) often feature abstract mechanics (Adams 2014, p. 37). The question was how players would experience an abstract simulation game where players keep artificial pets (fish), with realistic mechanics that are more representational. A simple game prototype was created based on existing games within the abstract life-simulation genre, which respondents playtested for 15 minutes. Data was collected through a short survey prior to each playtest, and semi-structured interviews after respondents had tested the artefact. Results indicated (among other things) that it was possible to translate many affordances of real aquariums and fish into mechanics. Whether they were perceived or not depended on the personality of the respondent, and did not have any correlation between knowledge about fish or gaming habits.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:his-19662 |
Date | January 2020 |
Creators | Sunebäck, Isabel |
Publisher | Högskolan i Skövde, Institutionen för informationsteknologi |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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