Awarded VEIV EngD
Over the recent years a number of branches of study have begun to investigate the semiotic structure of desktop computer games and by extension virtual environments. One aspect which has been missing from these studies [primarily of narration by games] is the role that space plays in the production of meaning and engagement. This thesis seeks to further the understanding of how space mediates the interactive experience. Are there consistent factors of space which effect elements of interaction, experience. The unique contribution to knowledge will be a greater understanding of the role of intelligibility and revelation in exploratory behaviour. This will be applied to game design but also many result in real world applications.