TY - JOUR U1 - Zeitschriftenartikel, wissenschaftlich - begutachtet (reviewed) A1 - Korn, Oliver A1 - Blatz, Michael A1 - Rees, Adrian A1 - Schaal, Jakob A1 - Schwind, Valentin A1 - Görlich, Daniel ED - Lee, Newton T1 - Procedural Content Generation for Game Props? A Study on the Effects on User Experience JF - Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment N2 - 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. KW - Procedural Content Generation KW - Games KW - Computer Games KW - Procedural Content Generation KW - Games KW - Computer Games KW - Game Design KW - Computerspiele Y1 - 2017 UN - https://nbn-resolving.org/urn:nbn:de:bsz:ofb1-opus4-26503 UR - https://dl.acm.org/citation.cfm?id=2974026 SN - 1544-3574 SS - 1544-3574 U6 - https://doi.org/10.1145/2974026 DO - https://doi.org/10.1145/2974026 VL - 15 IS - 2 SP - 1:1 EP - 1:15 ER -