Engagement in the cinematography of videogames : proposal of an algorithm for colors and foci of attention analysis
Gómez Romero Bórquez, Jesús Alberto
Del Valle Soto, Carolina
MetadataShow full item record
This work compares two perspectives related to the production and imaging of a videogame called Shovel Knight, which was released in 2014. The purpose is to produce a greater impact on the user through the audiovisual pro- duction of the videogame. An analysis of attention foci and colors based on a perception algorithm are studied and compared for this videogame and two versions of it. We study the visual impact of videogames according to characteristics such as: color focuses, types of color with the intention of creating the videogame, player’s emotional state in front of the images, and so on, obtaining a resembling to the reality of the software of 5%. Finally, as a case of study, we make a videogame done with real environment landscapes and characters and we contrast the same videogame made digitally in its original version. We obtained that the first version has a greater acceptance and enjoyment regarding the second one, with 95% of higher impact of attention for 35 people. This case analyzed the visual impact according to the criteria that videogames can generate in players. © The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2020.
The following license files are associated with this item: