Ambiguity in Utopian XR-Games. Basic Principles for the Design of Virtual Worlds
Wolfgang H\"ohl

TL;DR
This paper explores how ambiguity in utopian XR-games can be intentionally designed by understanding media elements, perception, and interdisciplinary principles to create meaningful virtual worlds that inspire future visions.
Contribution
It introduces a media ontology and design principles for incorporating ambiguity into virtual worlds, bridging media theory and game design.
Findings
Ambiguity arises from discontinuity, omission, and contradictory codes.
A media ontology explains visual perception in virtual worlds.
Design criteria can be applied to create meaningful, ambiguous virtual environments.
Abstract
Utopian images in XR-games are often ambiguous. How can ambiguity be consciously designed in virtual worlds? What are the design principles for game designers? Ambiguity arises from discontinuity and decontextualization, from the deliberate omission of facts, and from the skillful superimposition of contradictory codes. An ontology of interactive media explains the elusive visual poetry and image perception. The five basic elements of media are presented. The model shows the key correlations of user, content, and technology in image perception. An overview of utopian representation as a cross-media phenomenon places game design in an interdisciplinary context. Six selected computer-generated illustrations show how the above design criteria can be successfully applied to the design of virtual worlds. The ambiguous utopia of an image exists only in a brief, irretrievable moment of our own…
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