Exploring the feasibility of diegetic in-game store user interfaces
Harley Ogier, Jim Buchan · Proceedings of the Australasian Computer Science Week Multiconference · 2016
Diegetic (stock-on-shelf) user interfaces may offer advantages, such as increased player immersion, compared to non-diegetic (list-based) in-game store interfaces. One way to evaluate this hypothesis would be to have a single game store with both diegetic and non-diegetic interfaces so that comparative usability tests of the interfaces could be conducted. This work explores the feasibility of converting non-diegetic to diegetic stores in existing games, for the purpose of enabling this comparison. Feasibility is tested based on in-game spatial constraints. The proposed model is demonstrated and evaluated through its application to a commercially released game. This evaluation shows the model generates meaningful results and useful implications for diegetic in-game store design. Further work is suggested, including use of real-world store layout algorithms.