Communications of the ACM
Avatar as content delivery platform
Future Generation Computer Systems - Special issue on educational applications of VRML
Exploring 3D navigation: combining speed-coupled flying with orbiting
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual Realism
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Game Design Theory and Practice
Game Design Theory and Practice
The human-computer interaction handbook
Why Not Make Interfaces Better than 3D Reality?
IEEE Computer Graphics and Applications
Designing the User Interface: Strategies for Effective Human-Computer Interaction (4th Edition)
Designing the User Interface: Strategies for Effective Human-Computer Interaction (4th Edition)
The usability of massively multiplayer online roleplaying games: designing for new users
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
Video Game Spaces: Image, Play, and Structure in 3D Worlds
Video Game Spaces: Image, Play, and Structure in 3D Worlds
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Videogames are the starting point for the general understanding of virtual space. Grove & Williams, 1998. Academics use videogames to describe virtual space Murray, 1997; Nitsche, 2009. Others argue that there is no understanding of virtual space, only a loose collection of articles connected by the issue of realism in rendering or behavior Manovich, 2001. These statements point to a lack of understanding of virtual space on its own terms and set the stage for this document. This is a design document, written by a designer of virtual spaces. Its purpose is to provocatively explore user experience and task completion as forces that influence the design of virtual space. This is not a conventional research paper. The complex relationships of narrative, realism, motivation, usability, and human computer interaction HCI are unpacked in the videogame World of Warcraft through a detailed examination of travel. It is proposed that the exploration of travel in a videogame can provide a toolkit of ideas for the application of narrative, realism, motivation, and usability in virtual space. Travel can inform designers on issues of user experience and task completion in virtual spaces