@article{KornBlatzReesetal.2017, author = {Oliver Korn and Michael Blatz and Adrian Rees and Jakob Schaal and Valentin Schwind and Daniel G{\"o}rlich}, title = {Procedural Content Generation for Game Props? A Study on the Effects on User Experience}, series = {Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment}, volume = {15}, number = {2}, editor = {Newton Lee}, issn = {1544-3574}, doi = {10.1145/2974026}, url = {https://nbn-resolving.org/urn:nbn:de:bsz:ofb1-opus4-26503}, pages = {1:1 -- 1:15}, year = {2017}, abstract = {This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game. We briefly portray the state-of-the-art of PCG and compare various methods to create random patterns at runtime. Taking a step towards the game industry, we describe an actual game production and provide a detailed pseudocode implementation showing how Perlin or Simplex noise can be used efficiently. In a comparative study, we investigate two alternative implementations of a decisive game prop: once created traditionally by artists and once generated by procedural algorithms. 41 test subjects played both implementations. The analysis shows that PCG can create a user experience that is significantly more realistic and at the same time perceived as more aesthetically pleasing. In addition, the ever-changing nature of the procedurally generated environments is preferred with high significance, especially by players aged 45 and above.}, language = {en} }