EGU23-8884
https://doi.org/10.5194/egusphere-egu23-8884
EGU General Assembly 2023
© Author(s) 2023. This work is distributed under
the Creative Commons Attribution 4.0 License.

Can video game maps be deceptive in their realism?

Gáspár Albert1, Kornél Tóth2, and Csaba Szigeti-Pap
Gáspár Albert et al.
  • 1Eötvös Loránd University ELTE, Institute of Cartography and Geoinformatics, Budapest, Hungary (albert@ludens.elte.hu)
  • 2Eötvös Loránd University, Faculty of Informatics

One of the main functions of maps is to provide information to the map user, and to pick out from the infinite amount of information that the map maker thinks the reader might find important. It does so in a way that also tries to reflect the character of the area depicted, so that the reader can more quickly recognise the map symbols. Cartography is the science of visual info-communication in the earth sciences: without it, we would not be able to perceive spatiality. Maps also shape perceptions: the content they display can influence the worldview of a generation of readers. So they have a significant role to play, and as virtual worlds become more and more common, the maps that are created for them are playing an increasingly important role in shaping people's perceptions. In this research, we investigated whether users perceive a boundary between virtual and real world maps, and whether they are more attached to one or the other.

Maps in video games are all artworks closely related to the style, world and gameplay of the game. Their aim is to provide a two-dimensional representation that helps the user to navigate through the fictional world of the game. As realism is becoming more and more important in some games, there is also a growing demand - from developers and players - for realism not only in the characters and the environment, but also in the game map. Both the role of realism and the role of maps are particularly important in open-world RPG and FPS games. Therefore, this research has examined these types of recently developed games in relation to four main map representations: city maps, topographic maps, historical maps and realistic terrain representations (based on satellite imagery). The study was carried out with online user tests involving around 300 people, who had to decide which of two randomly displayed map segments was made for a video game. Respondents were assessed by gender, age and education. When responding, they were also asked to indicate what they based their decision on and which map they liked more from an aesthetic point of view. The results show that people typically recognise video game maps for the types of games studied (with the lowest proportion recognising realistic surface renderings), but they find maps for games more appealing.

The present research is a snapshot of how map representations of virtual and real space can or cannot be confused. It also highlights the process whereby the generated reality will sooner or later reach a level that makes it difficult to distinguish from reality, and thus increases the chances that the reader of the map may not be aware that he or she is not seeing reality.

The research was carried out within the project no. TKP2021-NVA-29 and supported by the Ministry of Innovation and Technology of Hungary from the National Research, Development and Innovation Fund, financed under the TKP2021-NVA funding scheme.

How to cite: Albert, G., Tóth, K., and Szigeti-Pap, C.: Can video game maps be deceptive in their realism?, EGU General Assembly 2023, Vienna, Austria, 24–28 Apr 2023, EGU23-8884, https://doi.org/10.5194/egusphere-egu23-8884, 2023.

Supplementary materials

Supplementary material file