Käyttöliittymän rooli graafisten seikkailupelien peliympäristön havainnoinnissa

This master’s thesis examines how the user interface affects game world exploration in graphical adventure games. The research was conducted by comparing two of the most prolific user interface types used in the genre point and click, and first person view. Close gaming was chosen as the research me...

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Main Author: Koskela, Jukka
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Master's thesis
Language:fin
Published: 2025
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/103949
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author Koskela, Jukka
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Koskela, Jukka Informaatioteknologian tiedekunta Faculty of Information Technology Jyväskylän yliopisto University of Jyväskylä Koskela, Jukka Informaatioteknologian tiedekunta Faculty of Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Koskela, Jukka
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description This master’s thesis examines how the user interface affects game world exploration in graphical adventure games. The research was conducted by comparing two of the most prolific user interface types used in the genre point and click, and first person view. Close gaming was chosen as the research method for the comparison, and it was supported by specifically created usability heuristics, based on existing video game heuristics. Close gaming was done with the game Sherlock Holmes: The Awakened (2008), a game that could be played with both user interface types. Research revealed that though point and click has it’s advantages, playing from first person view proved a more satisfying experience. Additional result of the research were the newly created heuristics for evaluating usability in graphical adventure games. Tämä pro gradu -tutkielma tarkastelee käyttöliittymän vaikutusta peliympäristön havainnointiin graafisissa seikkailupeleissä. Tutkimus suoritettiin vertailemalla kahta lajityypille tunnusomaista käyttöliittymämallia, osoita ja klikkaa sekä ensimmäisen persoonan näkökulma. Vertailu tapahtui lähipelaamisen avulla, jonka tueksi luotiin käytettävyyttä arvioivat heuristiikat olemassa olevien videopelien heuristiikoiden pohjalta. Lähipeluut suoritettiin käyttäen koepelinä Sherlock Holmes: The Awakened (2008) -peliä, jota voitiin pelata kumpaakin käyttöliittymämallia käyttäen. Tutkimuksessa havaittiin, että vaikka osoita ja klikkaa -mallilla on etunsa, oli koepeli ensimmäisen persoonan näkökulmasta pelattuna pelaajan kannalta mielekkäämpi kokemus. Lisäksi tutkimuksen tuloksena saatiin aikaiseksi graafisten seikkailupelien käytettävyyttä arvioivat heuristiikat.
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spellingShingle Koskela, Jukka Käyttöliittymän rooli graafisten seikkailupelien peliympäristön havainnoinnissa Ohjelmistokehityksen opintosuunta Specialisation in Software Development
title Käyttöliittymän rooli graafisten seikkailupelien peliympäristön havainnoinnissa
title_full Käyttöliittymän rooli graafisten seikkailupelien peliympäristön havainnoinnissa
title_fullStr Käyttöliittymän rooli graafisten seikkailupelien peliympäristön havainnoinnissa Käyttöliittymän rooli graafisten seikkailupelien peliympäristön havainnoinnissa
title_full_unstemmed Käyttöliittymän rooli graafisten seikkailupelien peliympäristön havainnoinnissa Käyttöliittymän rooli graafisten seikkailupelien peliympäristön havainnoinnissa
title_short Käyttöliittymän rooli graafisten seikkailupelien peliympäristön havainnoinnissa
title_sort käyttöliittymän rooli graafisten seikkailupelien peliympäristön havainnoinnissa
title_txtP Käyttöliittymän rooli graafisten seikkailupelien peliympäristön havainnoinnissa
topic Ohjelmistokehityksen opintosuunta Specialisation in Software Development
topic_facet Ohjelmistokehityksen opintosuunta Specialisation in Software Development
url https://jyx.jyu.fi/handle/123456789/103949 http://www.urn.fi/URN:NBN:fi:jyu-202506245709
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