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User Interface in Contemporary Popular Horror Video Games : Exploring the Balance Between the Types of UI elements and Immersion

dc.contributor.advisorMüller, Felix
dc.contributor.advisorRieß, Henrik
dc.contributor.authorArina Capanu
dc.contributor.departmentFaculty of Architecture and Design
dc.contributor.otherBerlin International University of Applied Sciences
dc.date.accessioned2024-01-15
dc.date.accessioned2025-11-28T13:26:57Z
dc.date.available2025-11-28T13:26:57Z
dc.date.issued2023
dc.description.abstractAI-GENERATED ABSTRACT: Abstract: This thesis delves into the intricate relationship between user interface (UI) design and player immersion in the genre of horror video games. While a good horror game relies on elements such as narrative, sound design, and gameplay mechanics, this study posits that UI also plays a crucial role in modulating player's immersion and overall experience. Drawing upon examples from contemporary horror games like Metro 2033 Redux, Layers of Fear, and Dead by Daylight, the research aims to identify how different types of UI components can either enhance or disrupt the horror atmosphere. The core objective is to analyze the impact of UI on players' satisfaction and provide insights into how it can be optimized for a more thrilling and immersive experience. With the rise of the video game industry and advancements in technology, the thesis argues for the importance of understanding the role of UI in creating compelling horror game experiences. Keywords: User Interface, Immersion, Horror Video Games, Game Design, Metro 2033 Redux, Layers of Fear, Dead by Daylight, Player Satisfaction, Gameplay Mechanics, Narrative Keywords: User Interface, Immersion, Horror Video Games, Game Design, Metro 2033 Redux, Layers of Fear, Dead by Daylight, Player Satisfaction, Gameplay Mechanics, Narrativeen
dc.description.degreeBA
dc.description.tableofcontentsMACHINE-GENERATED CONTENTS NOTE: Table of Contents 1. Introduction ................................................................................................................... 7 1.1 What Makes a Good Horror Game? ................................................................................. 7 1.2 Problem Statement, Relevance and Aim ........................................................................ 10 1.3 Methodology and Limitations ........................................................................................ 10 2. Behind the Fourth Wall ............................................................................................. 11 2.1 User Interface and Usability .......................................................................................... 12 2.2 Immersion ....................................................................................................................... 13 3. Diegesis Theory ............................................................................................................... 16 3.1.1 Narrative ...................................................................................................................... 16 3.1.2 the Fourth Wall ............................................................................................................ 18 3.2 Interface Components .................................................................................................... 18 3.2.1 Diegetic Components .............................................................................................. 18 3.2.2 Non-diegetic Components ...................................................................................... 20 3.2.3 Spatial Components ................................................................................................ 21 3.2.4 Meta Components ................................................................................................... 22 4. Case Studies ..................................................................................................................... 26 4.2 Game Analysis ................................................................................................................ 26 4.2.1 Metro 2033 Redux (4a Games, 2014) ....................................................................... 27 4.2.2 Layers of Fear (bloober Team, 2016) ....................................................................... 32 4.2.3 Dead by Daylight (studio Behaviour, 2016) .............................................................. 35 5. Design Project ............................................................................................................... 40 5.1 Immersed Into "the Fog". Context and Purpose ............................................................. 40 5.2 Hud Overview ............................................................................................................... 41 5.3 World Behaviour ............................................................................................................. 45 5.4 Defining the Problem Through Immersion Point of View .................................................. 46 5.5 Solution ........................................................................................................................... 47 5.6 Outcome .......................................................................................................................... 51 6. Conclusion ...................................................................................................................... 54 references ......................................................................................................................... 56 table of Figures ............................................................................................................... 58en
dc.identifier.urihttps://repository.berlin-international.de/handle/123456789/712
dc.language.isoeng
dc.subjectDead By Daylight
dc.subjectGame Design
dc.subjectHorror Video Games
dc.subjectImmersion
dc.subjectLayers Of Fear
dc.subjectMetro 2033 Redux
dc.subjectNarrative
dc.subjectPlayer Satisfaction
dc.subjectUser Interface
dc.titleUser Interface in Contemporary Popular Horror Video Games : Exploring the Balance Between the Types of UI elements and Immersion
dc.typeThesis

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