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Dynamic Lighting for Tension in Games
Malmö högskola, Faculty of Culture and Society (KS), School of Arts and Communication (K3).ORCID iD: 0000-0003-4132-2287
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2007 (English)In: Game Studies, E-ISSN 1604-7982, Vol. 7, no 1Article in journal (Refereed) Published
Abstract [en]

Lighting design is an important element of game design, due to its role in directing attention, providing visibility, establishing important information concerning period and time of day, influencing emotions, and affecting presence. The current lighting technique used within the game industry relies on static cinematic lighting design methods, which are inappropriate for gaming environments. Game environments are dynamic; therefore, a lighting design that accommodates to such changes is required. While dynamic lighting is feasible, the current state of lighting design theory and techniques do not incorporate dynamic lighting, and thus the aesthetic utility of dynamic lighting remains uncharted territory. This paper addresses this issue to provide a first step towards developing a lighting design theory appropriate for gaming environments. In this paper, we will outline several psychological and sensory effects of lighting and lighting movements. Based on analyses of movies and lighting design texts, we will present a collection of lighting methods and describe their use and impact. In addition, we will describe a case study of an informal experiment conducted as a pilot study to evaluate the aesthetic utility of dynamic lighting within a game. Finally, we will discuss lessons learned, and propose a plan for further research into the use of dynamic lighting within video games.

Place, publisher, year, edition, pages
Greenland Perspective, University of Copenhagen, 2007. Vol. 7, no 1
Keywords [en]
Lighting design, Digital Games, Game Design
National Category
Medical and Health Sciences
Identifiers
URN: urn:nbn:se:mau:diva-1331Local ID: 12752OAI: oai:DiVA.org:mau-1331DiVA, id: diva2:1398059
Available from: 2020-02-27 Created: 2020-02-27 Last updated: 2024-03-06Bibliographically approved
In thesis
1. Complicated Shadows: The Aesthetic Significance of Simulated Illumination in Digital Games
Open this publication in new window or tab >>Complicated Shadows: The Aesthetic Significance of Simulated Illumination in Digital Games
2008 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

A common feature of many digital games is that they are played in a simulated 3D environment, a game world. Simulated illumination is the lighting designed into a game world. This thesis explores the influence of simulated illumination in digital games upon the emotion and behavior of the player. It does so within the context of game aesthetics, building upon an understanding of games as having the potential to evoke an aesthetic experience that is deeply absorbing, is experienced as whole and coherent, evokes intense feelings or emotions, and engages a sense of “make believe.” A full account of how simulated illumination affects people is gained by tracing the contributions from media practice and real-space lighting, as well as taking into account the unique possibilities of interactive media. Based upon the rich set of lighting references and possibilities that are present in digital games, this thesis offers a taxonomy of influence of simulated illumination, which is organized such that it moves from progressively simple patterns and mechanisms that work without much player awareness, towards progressively greater complexity and consciousness of light qualities.The study of simulated illumination is complex, and best conducted within a transdisciplinary framework that includes three perspectives: empirical emotion research, investigation of the lighting attitudes of creative practitioners, and formal analysis of games with the aim of articulating their use qualities related to simulated illumination. The way in which a “triangulation” study could be structured is presented through the results of the two-year Shadowplay project, with specific reference to the effects of warm (reddish) and cool (bluish) simulated illumination upon the experience of gameplay. We learned that exposure to warm light in a game prototype created more positive affect and led to better performance, and uncovered an interesting correspondence in the lighting attitudes of creative practitioners, regarding the relatively attractive versus repulsive qualities of warm and cool illumination in game environments. The (sometimes inconsistent) results of the Shadowplay project are discussed with reference to the conception of “pleasure” as it is developed within phenomenological philosophy and hedonic psychology. Considered this way, simulated illumination can create “eliciting conditions” for more complex sequences of emotions that constitute game pleasures. Within a game, we respond emotionally to exposure to qualities of simulated illumination, based upon what we bring with us into the game (whether based upon tastes, attitudes related to genre, memories or more “hard-wired” responses to light). At the same time, we implicitly learn the significance of the illumination that we encounter through our activity in the game. This means that there is no simple mapping of illumination quality to emotional outcome. Rather, designers need to learn to manipulate the unique potentials of simulated illumination in relation to the other elements of the gameplay experience.

Place, publisher, year, edition, pages
Blekinge Institute of Technology, 2008. p. 228
Series
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 10
Keywords
Digital games, Interaction design, Lighting, Simulated Illumination
National Category
General Literature Studies
Identifiers
urn:nbn:se:mau:diva-7429 (URN)7525 (Local ID)978-91-7295-142-6 (ISBN)7525 (Archive number)7525 (OAI)
Note

Paper V and VI in dissertation as manuscripts.

Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2024-03-06Bibliographically approved

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http://gamestudies.org/07010701/articles/elnasr_niedenthal_knez_almeida_zupko

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Niedenthal, Simon

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  • apa
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