Abstract
This paper proposes a classification of videogames by their physical interfaces (controls, keyboards, joysticks, mouse etc.) and how they interact with narrative complexity in videogames. By now, classifications of videogames never took into account of the play element and the aesthetic experience the player had with games. This analysis comprehends the commercial operation of the videogame industry, basically from 1971 to the present day. The classification proposed here is independent of the traditional ones, although there are some similarities and parallels.
Chapter PDF
Similar content being viewed by others
Keywords
References
Luz, A.R.: Video Games: História, Linguagem e Expressão Gráfica. Editora Blucher, São Paulo (2010)
Juul, J.: Games Telling Stories? In: Raessens, J., Goldstein, J. (eds.) Handbook of Computer Game Studies, pp. 219–226. MIT Press, Cambridge (2005)
Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals, p. 379. MIT Press, Cambridge (2004)
Juul, J.: Games Telling Stories? In: Raessens, J., Goldstein, J. (eds.) Handbook of Computer Game Studies, pp. 219–226. MIT Press, Cambridge (2005)
Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals, pp. 381–382. MIT Press, Cambridge (2004)
Negroponte, N.: A Vida Digital, p. 88. Companhia das Letras, São Paulo (1995)
Donovan, T.: Replay - The History of Video Games. Yellow Ant Publishing, East Sussex (2010)
Game Studies: International Journal of Computer Game Research, http://www.gamestudies.org
Herman, L.: Phoenix: Rise and Fall of Videogames. Rolenta Press, New York (2001)
Kent, S.L.: The Ultimate History of video games: from Pong to Pokemon, the story behidn the craze that touched our lives and changed the world. Three Rivers Press, New York (2001)
Kohler, C.: Power Up – How japanese video games gave the world an extra life. Pearson Education, Indiana (2005)
Mäyrä, F.: An Introduction to Game Studies: Games and Culture. SAGE Publications, Londres (2008)
Poole, S.: Trigger Happy: Videogames and the Entertainment Revolution. Arcade Press, New York (2000)
Retro Gamer Magazine. Imagine Publishing, Dorset (2004)
Sellers, J.: Arcade Fever: The Fan’s Guide to the Golden Age of Video Games. Running Press, Philadelphia (2001)
Wolf, M.J.P.: Abstraction in Video Games. In: Wolf, M.J.P., Perron, B. (eds.) The Video Game Theory Reader. Routledge, London (2003)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer International Publishing Switzerland
About this paper
Cite this paper
da Luz, A.R. (2014). Evolution of the Physical Interfaces in Videogames as a Support to the Narrative and the Gaming Experience. In: Marcus, A. (eds) Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments. DUXU 2014. Lecture Notes in Computer Science, vol 8518. Springer, Cham. https://doi.org/10.1007/978-3-319-07626-3_65
Download citation
DOI: https://doi.org/10.1007/978-3-319-07626-3_65
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-07625-6
Online ISBN: 978-3-319-07626-3
eBook Packages: Computer ScienceComputer Science (R0)