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4.3 VIDEO GAME INTERACTIVITY
applications are, image editing and drawing apps, etc. Schneiderman (1983) coined the term DM (direct
manipulation) from studying video games. In Virtual reality manipulation can be performed through:
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- direct user control, when user in the virtual world mimic real world gestures in the interface
- physical control, when user control touch based devices (ex. Joystick)
- virtual control, when user controls virtual based devices. Most of them are based on real life
simulation.
- Responding.
Responding interaction occur when the system respond to user action, involving and alerting the user to
respond. In particular, the proactive mobile location-based technology can alert people of the presence
of interesting things happening nearby. Users on their side are free to respond or to ignore it.
- Communication
Communication is the ability of the virtual reality to allow interaction with other users of the same space.
This form of interaction is very popular recently in multiplayer online games. In this research
communication is viewed in terms of learning, Problem-Solving, Planning, Arguing and Decision-Making.
They include option thinking, building various scenarios and consequences, building pros and cons
models, deciding best option. In this sense they are complex systems based on multi-criteria decision
making.
In conclusion, interaction modes in VR are essential tools to trace parallels between VR and video games
and to discuss the possibility to adopt them in architecture visualization and aiding the design process.
4.3 VIDEO GAME INTERACTIVITY
“The word interactivity isn't just about giving players choices; it pretty much completely defines the game medium” Warren Spector in RE:PLAY: Game Design + Game Culture
Interactivity is an important part of the games, especially video games. This was an argument used by
ludologiests in the dispute over whether or not games should be considered narrative medium. Thus, as
part of the gameplay and its ludological character, games imply interactivity. Stéphane Natkin (2006) in
her book “Video Game and Interactive Media: A Glimpse at New Digital Entertainment” sustain that videogames are the most advanced “interactive media.”In video games, players have the power to
performs actions. They must engage being active in order to complete game tasks and enjoy the game.
According to Murray (1997) agency is one of the most appealing aspects of games, since it turns the user 138
from a passive observer to an active participant. In his book "Dissimulations: Illusions of Interactivity,"
interactive designer Andy Cameron emphasized the concept of interactivity in relation to player’s experience. Interactivity refers to the player's direct action or participation in response to game
challenges and to computer AI as response. Interactivity is tied to the rules of play, or what is known as
the ludological components of video games, in this respect. As a result, the gameplay encourages user
engagement to determine space of possibilities. Katie and Zimmermam (2003) asserted that video games
provide many levels of interaction, including interactions with objects in the game environment, social
contact among players, and cultural interaction, when playing goes beyond the game context. In this
sense, interactivity in video games is seen as a communication process similar to that of the physical
space and in VR. Game designer Chris Crawford, who outlined the necessity of reciprocal reaction in
maintaining the quality of communication in time, emphasized this component of interaction as a form
of dialog, reflection on the input, and exchange or response that feeds the past inputs. Interactivity,
according to Crawford, is defined as:
"a cyclical process in which two actors alternately listen, think, and speak. The quality of
interaction depends on the quality of each of the subtasks (listening, thinking, and speaking)."
(Crawford, 2002, p.6)
Other researchers looked at how interaction in video games corresponds to gameplay. In his book
"Game Design: Theory and Practice," Richard Rouse (2001, p. xviii) claims that gaming is "directly tied to
the degree and nature of interactivity" . This emergent feature of interaction between the game system
and the player's strategies and problem-solving processes was also highlighted by Jørgensen (2008).
Thus, gaming refers to how the game is played, which is determined by how the player approaches the
rules and decides how to interact with them.
Based on the above definitions, in this research, interactivity is approached more as a product of CMC
that as an attribute of technology, emphasizing on one side the process of interchange and response
through CMC and on the other side focusing on player’s participation, activity and behavior in the game
world. In this regard, Rafaeli (1988) emphasized the role of player’s action, choice and reaction in the
development of the game and in the level of interactivity. Steuer, put into evidence three main
components that determine the depth of interactivity in games: speed and mapping that are
technological variables and range (number to choices available) are variables related to the player and its
performance. They can vary from the choice of players personal attributes to the various actions that he
performs along with the gameplay. In this sense, in video games we can identify different dimensions of
interactivity such as: player personal, social and environmental interactivity.
Figure 95 Dimensions of interactivity in video game
Players Personal Interactivity
Video game offer player the possibility to sense themselves physically in the game world and. In video
games players have an avatar or a physical representation of themselves as the main protagonist of the
game story. This character can have various attributes, such as a specific profile representation, body
language such as facial expression, gestures, postures and kinetics, body movements, abilities (skills such
as jumping, fighting, etc.) and tools and equipment’s such as (cloths, weapons, etc.). Thus, physical
interaction can be analyzed based on the attributes of the avatar or player.
Social Interactivity
Social interactivity consists in player interaction with other players or inhabitants who can be
geographically distant. Virtual inhabitants can be characters populating the virtual environment, or having a key role in the story, or be support characters that travel with the player and help him/her.
They both share information, resources, help and support each other or act as enemies. According to
Bartle (2004) there are different inhabitants of the virtual world: players, non-player characters and
monsters. Players have the opportunity to interact with each other through their avatar in MMOGs.
Interaction is mediated through the use of their representation forms. They can be part of tasks or
quests to be solved together and need different skills, Thus, players of MMOG interact socially in the
game environment with other gamers, creating relationships, collaborations, alliances in order to
accomplish common tasks (Cole & Griffiths, 2007). Non-player characters are usually supporting
characters that serve to buy, sell, provide services, information for the player.
Environmental Interactivity
The player also interacts with items in the virtual environment that he or she may control or affect. It
involves spatial and temporal changes in the virtual environment relative to moveable items,
destructible objects, constructive stuff, and upgradable objects. Interactions with these things follow the
physics principles established by the designers. The environment may interact also with itself without
concern for player activities, yet this may have an impact on the user's gaming experience.