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Procedural Content Generation for Game Props? A Study on the Effects on User Experience

  • 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 pseudocodeThis 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.show moreshow less

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Metadaten
Document Type:Article (reviewed)
Zitierlink: https://opus.hs-offenburg.de/2650
Bibliografische Angaben
Title (English):Procedural Content Generation for Game Props? A Study on the Effects on User Experience
Author:Oliver KornStaff MemberORCiDGND, Michael BlatzStaff Member, Adrian ReesStaff Member, Jakob Schaal, Valentin Schwind, Daniel GörlichStaff MemberGND
Year of Publication:2017
Date of first Publication:2017/02/05
First Page:1:1
Last Page:1:15
Parent Title (English):Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Editor:Newton Lee
Volume:15
Issue:2
ISSN:1544-3574
DOI:https://doi.org/10.1145/2974026
URL:https://dl.acm.org/citation.cfm?id=2974026
URN:https://urn:nbn:de:bsz:ofb1-opus4-26503
Language:English
Inhaltliche Informationen
Institutes:Forschung / ACI - Affective and Cognitive Institute
Fakultät Medien und Informationswesen (M+I) (bis 21.04.2021)
Institutes:Bibliografie
DDC classes:000 Allgemeines, Informatik, Informationswissenschaft
GND Keyword:Computer Games; Games; Procedural Content Generation
Tag:Computerspiele
Computer Games; Game Design; Games; Procedural Content Generation
Formale Angaben
Open Access: Closed Access 
Licence (German):License LogoUrheberrechtlich geschützt