Mini-Map Design Features as a Navigation Aid in the Virtual Geographical Space Based on Video Games
Abstract
:1. Introduction
2. Materials and Methods
- Selection of mini-map features: shape, position, orientation, centring, projection, base layers, proportions, additional navigational elements (Section 2.1);
- Selection of the most popular and top rated video games that had a mini-map element in the game cartography interface (Section 2.2);
- Identification of the parameters and attributes for classifying mini-map features (Section 2.3);
- Analysis and juxtaposition of the mini-map features expressed as a percentage of each specific parameter or attribute (Section 3.1, Section 3.2, Section 3.3, Section 3.4, Section 3.5, Section 3.6, Section 3.7 and Section 3.8);
- Graphical representation of mini-map design features (Section 3.9).
2.1. Selection of Mini-Map Features
2.2. Selection of Video Games
- websites that collect surveys on different fields, such as, e.g., Ranker [77].
2.3. Parameters and Attributes for Classifying Mini-Map Features
- Shape divided into 7 parameters: circle, irregular, rectangle, diamond, parallelogram, square and ellipse (Figure 2A).
- Position of the mini-map on the user interface in 5 basic parameters of placement: top left, top right, bottom left, bottom centre, bottom right (Figure 2B).
- Orientation of the mini-map to the game environment: camera view (rotation of the mini-map relative to the player’s camera during the game), north view (rotation of the mini-map relative to the north direction in the game) and static (no rotation of the mini-map) (Figure 2C).
- Mini-map centring: player-centred (only a limited field of view is represented, covering the player’s immediate surroundings) and world-centred (miniature map of the world) (Figure 2D).
- Projection: orthographic (top view) and perspective (oblique view) (Figure 2E).
- Base layers: artificial (with different textures than in the virtual geographical space), transparent (without spatial background or with artificial textures for important objects in the game) and in-game (textures as in virtual space) (Figure 2F).
- Proportions of the size of the mini-map and the whole game screen: 0–1%, 1.1–2%, 2.1–3%, 3.1–4%, 4.1–5%, 5.1–6%, 6.1–10% (Figure 2G).
- Additional navigational elements that support the mini-map to navigate in the virtual geographical space: chessboard, compass, directional cues, peripheral arrows, text and north arrow. This criterion took into account that a single video game may use several additional navigation elements (Figure 2H).
3. Results
3.1. Projection
3.2. Centring
3.3. Base Layers
3.4. Shape
3.5. Orientation
3.6. Position
3.7. Proportions
3.8. Additional Navigational Elements
3.9. Mini-Map Composition
4. Discussion
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
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Zagata, K.; Medyńska-Gulij, B. Mini-Map Design Features as a Navigation Aid in the Virtual Geographical Space Based on Video Games. ISPRS Int. J. Geo-Inf. 2023, 12, 58. https://doi.org/10.3390/ijgi12020058
Zagata K, Medyńska-Gulij B. Mini-Map Design Features as a Navigation Aid in the Virtual Geographical Space Based on Video Games. ISPRS International Journal of Geo-Information. 2023; 12(2):58. https://doi.org/10.3390/ijgi12020058
Chicago/Turabian StyleZagata, Krzysztof, and Beata Medyńska-Gulij. 2023. "Mini-Map Design Features as a Navigation Aid in the Virtual Geographical Space Based on Video Games" ISPRS International Journal of Geo-Information 12, no. 2: 58. https://doi.org/10.3390/ijgi12020058
APA StyleZagata, K., & Medyńska-Gulij, B. (2023). Mini-Map Design Features as a Navigation Aid in the Virtual Geographical Space Based on Video Games. ISPRS International Journal of Geo-Information, 12(2), 58. https://doi.org/10.3390/ijgi12020058