TY - JOUR
T1 - Filmic framing in video games
T2 - a comparative analysis of screen space design
AU - Chang, Yu Ching
AU - Hsieh, Chi-Min
N1 - Publisher Copyright:
© 2017, Springer Science+Business Media New York.
PY - 2018/3
Y1 - 2018/3
N2 - The screen space, also known as the eye space of players, is the main component of game design in that it has not only direct interactions with players but also profound impacts on gameplay. Screen space design in games appears to adopt multiple conventions from film theory; however, discussions of the influences or rules related to these patterns are rare. Therefore, the main question of this article concerns the possible relevance of framing the screen space in films and video games, primarily by the means of content analysis comparison. Games have a cross-disciplinary nature. In order to discover their unique mechanics, possibilities, and trends; this research, based on cinematic framing techniques, uses a qualitative descriptive approach to analyze the design and strategy of the visual perspective that is determined by monitors in popular and classic games. This work also attempts to identify the commonalities and differences between games and movies. It is hoped that this research will serve as a reference for future studies and provide some insights into both game design and other visual multimedia applications.
AB - The screen space, also known as the eye space of players, is the main component of game design in that it has not only direct interactions with players but also profound impacts on gameplay. Screen space design in games appears to adopt multiple conventions from film theory; however, discussions of the influences or rules related to these patterns are rare. Therefore, the main question of this article concerns the possible relevance of framing the screen space in films and video games, primarily by the means of content analysis comparison. Games have a cross-disciplinary nature. In order to discover their unique mechanics, possibilities, and trends; this research, based on cinematic framing techniques, uses a qualitative descriptive approach to analyze the design and strategy of the visual perspective that is determined by monitors in popular and classic games. This work also attempts to identify the commonalities and differences between games and movies. It is hoped that this research will serve as a reference for future studies and provide some insights into both game design and other visual multimedia applications.
KW - Eye space
KW - Filmic framing
KW - Game design
KW - Gameplay
KW - Screen space
UR - http://www.scopus.com/inward/record.url?scp=85015651769&partnerID=8YFLogxK
U2 - 10.1007/s11042-017-4564-6
DO - 10.1007/s11042-017-4564-6
M3 - Article
AN - SCOPUS:85015651769
SN - 1380-7501
VL - 77
SP - 6531
EP - 6554
JO - Multimedia Tools and Applications
JF - Multimedia Tools and Applications
IS - 6
ER -