Mapping MOtions

Delving into video games


Video games include heavily-designed, structured virtual environments. Geographical boundaries are established, buildings are constructed, and obstacles are placed to limit a player's motion. This project explores the ways spatial context and 3-dimensional objects in video games generate movement within virtual spaces, and examines the control mechanisms that binds a players movement within a designed environment. It focused on yielding data from a set of players for Assassins Creed II, Halo 4, and EverQuest.