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Non-Euclidean Video Games: Exploring Player Perceptions and Experiences inside Impossible Spaces

Osudin, D., Denisova, A. & Child, C. ORCID: 0000-0001-5425-2308 (2024). Non-Euclidean Video Games: Exploring Player Perceptions and Experiences inside Impossible Spaces. IEEE Transactions on Games, doi: 10.1109/tg.2024.3386816

Abstract

Non-Euclidean geometry has the potential to be used for novel interactions in video games and create virtual spaces that are not physically possible in the real world. To explore how players perceive and experience them in video games, we have adapted two well-known 2D games, Snake and Asteroids to create two versions in addition to the conventional virtual space – with hyperbolic and spherical environments – and conducted a within-subject design user study on all three versions of these games. The results show that experienced Mastery and Control are lower when playing the two non-Euclidean versions while perceived Immersion and Challenge do not differ significantly between these three conditions. We also report on the qualitative findings from our participants, which provide further insights into the perception and experiences of these environments.

Publication Type: Article
Additional Information: © 2024 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
Publisher Keywords: Games, Geometry, Video games, Software, Manifolds, Engines, Aerospace electronics
Departments: School of Science & Technology
School of Science & Technology > Computer Science
SWORD Depositor:
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