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Interactivity in Videogames - Coggle Diagram
Interactivity in Videogames
Types of physical interaction
Smell
DESCRIPTION - Smell is also a rare physical form of interaction which is also more common in Virtual Reality, using fans next to where the user sits in order to play the game. The small number of games which use this form of interactivity can also list it as a major selling point.
EXAMPLES - A very small number of meditative boutiques use this as a form of relaxation and 'meditation'.
Sight
DESCRIPTION - Sight is the most common type of interaction. It is a physical interaction which greatly aids to convey what kind of game you are playing or how the scene is expected to be seen as, using colours, landscapes, and character attire.
EXAMPLES - God of War, Doom, Stray, Red Dead Redemption 2
Taste
DESCRIPTION - Taste is a very rare physical form of interaction which uses the most uncommon sense in terms of videogames: Taste, and therefore can be used as a major selling point of the games.
EXAMPLES - Planet Licker, MasterTaster
Touch
DESCRIPTION - Touch is a physical form of interactivity which is much more common on platforms such as Virtual Reality, as platforms such as console do not have the capabilities such as haptic feedback or controllers which can mimic a hand.
EXAMPLES - Beat Saber, Superhot VR, No Man's Sky
Types of non-physical interaction
Intellect and Emotion
DESCRIPTION - Intellect and Emotion is a non-physical interaction which is used in puzzles and to cause the user to feel a certain kind of emotion when the game needs them to. It is a very strong interaction which is used in most story games.
EXAMPLES - The Walking Dead: A Telltale Series, Borderlands 3, Gotham Knights, Resident Evil Village
Audio
DESCRIPTION - Audio is an extremely common non-physical interaction which is very common in any kind of game, especially those which use the music as part of the gameplay. Music is also a very strong interaction, as it helps to show certain emotion.
EXAMPLES - Hi-Fi Rush, Sunset Overdrive, Metal Hellsinger, Doom
Psychological Warfare
DESCRIPTION - Psychological Warfare is a type of non-physical interaction which is quite unnoticeable at times, however it constantly occurs. For example, if someone is wearing an outfit which they bought with real money, you would expect them to have spent a large amount of time on the game.
EXAMPLES - Fortnite, Apex Legends, Clash Royale, Brawlhalla, Super Smash Bros. Ultimate
GENERAL EXPLANATION
Interactivity can come in many different forms, and is a general term used to described the interaction between the user and the videogame.
Having good interactivity between the user and the game makes for a very compelling, addictive game which constantly keeps the user playing. Some kinds of interactivity can even be used as unique selling points for the games, which would generate more interest and therefore more revenue.
Each game utilizes interactivity in their own way, whether it be puzzles, quick-time events, or a very empathetic character in the story, certain music or sound effects, even tasting different items.
Non-Physical Interaction
Physical Interaction
EXPLANATION - Physical interaction is a kind of interaction which does require physical function such as emotion, intellect, or audio.
EXPLANATION - Non-Physical Interaction is a kind of interaction which does not require physical function such as touch, taste, smell or sight.
PURPOSE - The purpose of non-physical interaction is that it allows for cognitive function in order to envelop feelings and/or have a mental impact on the user such as attention, learning, memory, physiological reactions, motor behaviors, and behavioral decision making
PURPOSE - The purpose of physical interaction is that it helps our bodies and brains understand what is going on in the game as it puts events in context and helps us to solve problems, in addition to developing a physical connection to the game.