Some of today’s videogames work with heavy cognitive loads that demand a high flow of data from the game to the user. To achieve this, games work with different visual and non-visual elements to convey information, such as heads-up display (HUD), in-game assets, subtitles and voiceovers. The choice of elements used relies not only on the game designer’s choice, but also on variables including the game platform and its hardware. The aim of this study is to identify and classify different elements used in games and their relevance to the informational process. In addition, this study aims to understand the problems or solutions of such elements to reduce the noise and interference the excessive data may cause for players. This understanding may help them focus on the core activity of the game – thus improving their performance and increasing the value of the product. The classification provided is followed by a case study with the popular videogame Dota 2. By studying the game interface elements, it is possible to perceive their relevance and point out significant changes and recommendations especially considering the distinctive flow of the game and the differences in player skill level. Conclusions point, among other aspects, to the importance of information design in games, especially in helping to make complex games – or every game - more accessible and enjoyable for more players.
CITATION STYLE
de Araujo, R. P., & Souto, V. T. (2016). Information design elements in videogames: A proposed classification. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9747, pp. 294–302). Springer Verlag. https://doi.org/10.1007/978-3-319-40355-7_28
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