In this paper, we exa
mine the need for usability methods for game design and argue that we need to research ways of
guiding players through a digital environment, known as player guidance. We propose to do this through color, since it is a
core component to any digital environment. In order to do this, we review the color contrasts as defined by Itten, J., in an
experimental setting to find out whether the presence of contrasts can influence either the decision making of a player or
the effects of the contrasts on the viewing behavior of a player. Furthermore, we examine the effects of two color circles,
one based on CMYK values and the other based on RGB values, to see whether different color circles yield varying effects.
The goal of this paper is to find out whether color is suitable for player guidance and, if it is, to distill new player guidance
techniques for use with game design.
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