Skip to main content

Advertisement

SpringerLink
Log in
Menu
Find a journal Publish with us
Search
Cart
Book cover

International Conference on Entertainment Computing

ICEC 2012: Entertainment Computing - ICEC 2012 pp 16–29Cite as

  1. Home
  2. Entertainment Computing - ICEC 2012
  3. Conference paper
Gaming after Dark

Gaming after Dark

Visual Patterns and Their Significance for Atmosphere and Emotional Experience in Video Games

  • Ivana Müller19,
  • Petra Sundström19,
  • Martin Murer19 &
  • …
  • Manfred Tscheligi19 
  • Conference paper
  • 3809 Accesses

Part of the Lecture Notes in Computer Science book series (LNISA,volume 7522)

Abstract

Design Patterns help a range of designers, architects, and others. However, there is surprisingly little such guidance for game artists. In this paper, we present our look at late 19th century art works and the emergent set of visual features commonly used to create an atmosphere of horror in visual art. Further, we show how we transformed these features into a set of seven patterns to be used in interactive artistry, based on an analysis of six well known survival horror games. Finally, we provide the full description of one of these patterns, the Visual Contrast.

Keywords

  • Design Patterns
  • Visual Art
  • Atmosphere
  • Survival Horror Games

Download conference paper PDF

References

  1. Bunt, B.: Obliquereflections: softwareart & the 3d gamesengine. In: CyberGames 2006, Perth, Western Australia (2006)

    Google Scholar 

  2. Alexander, C., Ishikawa, S., Silverstein, M.: A Pattern Language: Towns, Buildings, Constructions (Center for Environmental Structure Series). University Press, Oxford (1977)

    Google Scholar 

  3. Gamma, E., Helm, R., et al.: Design Patterns: Elements of Reusable Object-Oriented Software. Pearson Education Corporate Sales Devision, Indianapolis (1995)

    Google Scholar 

  4. Obrist, M., Wurhofer, D., et al.: CUX patterns approach: Towards contextual user experience patterns. In: PATTERNS 2010, Lisbon, Portugal (2010)

    Google Scholar 

  5. Remo, C., http://www.gamasutra.com/view/feature/4325/past_and_future_tension_the_.php

  6. El-Nasr, M.: Projectingtension in virtualenvironmentsthroughlighting. In: CHI 2006, Montréal, Québec, Canada (2006)

    Google Scholar 

  7. Ravaja, N., Salminen, M., et al.: Emotional responsepatternsand sense ofpresenceduringvideogames: Potential criterion variables forgame design. In: NordiCHI 2004, Tampere, Finland (2004)

    Google Scholar 

  8. Ståhl, A., Höök, K., Sundström, P.: A Foundation for Emotional Expressivity. In: DUX 2005, San Francisco, USA (2005)

    Google Scholar 

  9. Von Ehrenfels, C.: Übergestaltqualitäten. Vierteljahrsschriftfürwissenschaftliche Philosophie. n/a (1890)

    Google Scholar 

  10. McCrea, C.: Horror Video Games: Essays on the Fusion of Fear and Play. McFarland & Company, Inc., Publishers, North Carolina (2009)

    Google Scholar 

  11. Welton, J.: Eyewitness Art – Looking at Paintings. Dorling Kindersley, London (1994)

    Google Scholar 

  12. El-Nasr, M., Zupko, J., Miron, K.: Intelligent lightingfor a bettergamingexperience. In: CHI 2005, Portland, Oregon, USA (2005)

    Google Scholar 

  13. Marschall, S.: Farbeim Kino. SchürenVerlag GmbH, Marburg (2009)

    Google Scholar 

  14. Eisemann, E., Assarsson, U., et al.: Casting shadows in real time. In: SIGGRAPH ASIA 2009, Yokohama, Japan (2009)

    Google Scholar 

  15. Schaap, R., Bidarra, R.: Towards emotional characters in computergames. In: ICEC 2009, Taipei, Taiwan (2009)

    Google Scholar 

  16. Björk, S., Holopainen, J.: Patterns in Game Design. Charles River Media, Inc., Hingham (2005)

    Google Scholar 

  17. Power, M., Dalgleish, T.: Cognition and Emotion: From Order to Disorder. Psychology Press Ltd., Hove (1997)

    Google Scholar 

  18. El-Nasr, M., Yan, S.: Visual attention in 3d videogames. In: ACE 2006, San Antonio, Texas, USA (2006)

    Google Scholar 

  19. Jie, L., Clark, J.: Game Design Guided by Visual Attention. In: Ma, L., Rauterberg, M., Nakatsu, R. (eds.) ICEC 2007. LNCS, vol. 4740, pp. 345–355. Springer, Heidelberg (2007)

    CrossRef  Google Scholar 

Download references

Author information

Authors and Affiliations

  1. Christian Doppler Laboratory for Contextual Interfaces, ICT&S Center, University of Salzburg, Salzburg, Austria

    Ivana Müller, Petra Sundström, Martin Murer & Manfred Tscheligi

Authors
  1. Ivana Müller
    View author publications

    You can also search for this author in PubMed Google Scholar

  2. Petra Sundström
    View author publications

    You can also search for this author in PubMed Google Scholar

  3. Martin Murer
    View author publications

    You can also search for this author in PubMed Google Scholar

  4. Manfred Tscheligi
    View author publications

    You can also search for this author in PubMed Google Scholar

Editor information

Editors and Affiliations

  1. Technologie-Zentrum Informatik und Informationstechik (TZI), Universität Bremen, Postfach 33 04 40, 28334, Bremen, Germany

    Marc Herrlich

  2. Digital Media, TZI, University of Bremen, Germany

    Rainer Malaka

  3. Abteilung für Informatik und angewandte Kognitionswissenschaften, Universität Duisburg-Essen, Forsthausweg 2, 47057, Duisburg, Germany

    Maic Masuch

Rights and permissions

Reprints and Permissions

Copyright information

© 2012 IFIP International Federation for Information Processing

About this paper

Cite this paper

Müller, I., Sundström, P., Murer, M., Tscheligi, M. (2012). Gaming after Dark. In: Herrlich, M., Malaka, R., Masuch, M. (eds) Entertainment Computing - ICEC 2012. ICEC 2012. Lecture Notes in Computer Science, vol 7522. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33542-6_2

Download citation

  • .RIS
  • .ENW
  • .BIB
  • DOI: https://doi.org/10.1007/978-3-642-33542-6_2

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-33541-9

  • Online ISBN: 978-3-642-33542-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Share this paper

Anyone you share the following link with will be able to read this content:

Sorry, a shareable link is not currently available for this article.

Provided by the Springer Nature SharedIt content-sharing initiative

Search

Navigation

  • Find a journal
  • Publish with us

Discover content

  • Journals A-Z
  • Books A-Z

Publish with us

  • Publish your research
  • Open access publishing

Products and services

  • Our products
  • Librarians
  • Societies
  • Partners and advertisers

Our imprints

  • Springer
  • Nature Portfolio
  • BMC
  • Palgrave Macmillan
  • Apress
  • Your US state privacy rights
  • Accessibility statement
  • Terms and conditions
  • Privacy policy
  • Help and support

167.114.118.210

Not affiliated

Springer Nature

© 2023 Springer Nature