Research+Methodology



__Sensory representations__ - Advantageous to the game by creating the sense of the real, while allowing us the experience the impossible within the real world? Do they create the 'real' within the 'virtual' environment? (Not culturally relative, allow a larger audience to experience the virtual world); Sensory representations allow us to think analytically - is this important to the game..? §
 * Concepts:**

__Affordances__ - It is said that we care first of all about what we can DO with things, rather than what they mean. Is this true in the virtual world as it is in the real? Does WoW clearly communicates what object serves what purpose to EVERY USER?

How does WoW use methods of visualization to direct visual flow and behaviour? __Visualization Designs__:
 * Visual hierarchies
 * Pre-attentive processing- We are able to identify the objects in the virtual world of WoW, because we are familiar with them within the real world
 * Highlighting of important information.
 * Groups and alignment
 * Cognitive mapping- Pathing, Navigation very structured and defined clearly.

__Cognitive Cost:__ reduced because of WoW's use of techniques to make the 2 dimensional spaces become 3 dimensional experience for the user (Line convergence, Depth cues, Object size, Occlusion, etc.)

__Mental/Mind Maps:__ Formed by previous playing experiences and perceptions of the current playing settings.

__Visualization Techniques__