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Filmic framing in video games: a comparative analysis of screen space design

机译:电子游戏中的电影取景:屏幕空间设计的比较分析

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摘要

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.
机译:屏幕空间,也称为玩家的眼睛空间,是游戏设计的主要组成部分,因为它不仅与玩家直接互动,而且对游戏玩法产生深远的影响。游戏中的屏幕空间设计似乎采用了电影理论中的多种惯例。然而,很少有关于与这些模式有关的影响或规则的讨论。因此,本文的主要问题涉及主要通过内容分析比较的方式来确定电影和视频游戏中的屏幕空间的可能相关性。游戏具有跨学科性质。为了发现他们独特的机制,可能性和趋势;这项基于电影取景技术的研究使用定性描述方法来分析由流行和经典游戏中的监视器确定的视觉视角的设计和策略。这项工作还试图确定游戏和电影之间的共性和差异。希望这项研究可以为将来的研究提供参考,并为游戏设计和其他视觉多媒体应用程序提供一些见识。

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