Avatar preference selection in game design based on color theory

Andreas Lambrant, Francisco López Luro, V. Sundstedt
{"title":"Avatar preference selection in game design based on color theory","authors":"Andreas Lambrant, Francisco López Luro, V. Sundstedt","doi":"10.1145/2804408.2804421","DOIUrl":null,"url":null,"abstract":"Selecting color schemes for game objects is an important task. It can be valuable to game designers to know what colors are preferred. Principles of color theory are important to select appropriate colors. This paper presents a perceptual experiment that evaluates some basic principles of color theory applied to game objects to study if a particular combination is preferred. An experiment was conducted with 15 participants who performed a two-alternative forced choice (2AFC) preference experiment using 236 pairs of images each. The pairs were based on color harmonies derived from the colors red, green, and blue. The color harmonies were evaluated against each other and included analogous, complementary, split-complementary, triad, and warm and cool colors. A high and low saturation condition was also included. The color harmonies were applied to an existing game character (avatar) and a new object (cube) to study any potential differences in the results. The initial results show that some color harmonies, in particular triad and split-complementary, were generally preferred over others meaning that it is important to take into account these aspects in game design. Additional results also show that color harmonies with a base in green were not as popular as red and blue color harmonies.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"41 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2804408.2804421","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

Selecting color schemes for game objects is an important task. It can be valuable to game designers to know what colors are preferred. Principles of color theory are important to select appropriate colors. This paper presents a perceptual experiment that evaluates some basic principles of color theory applied to game objects to study if a particular combination is preferred. An experiment was conducted with 15 participants who performed a two-alternative forced choice (2AFC) preference experiment using 236 pairs of images each. The pairs were based on color harmonies derived from the colors red, green, and blue. The color harmonies were evaluated against each other and included analogous, complementary, split-complementary, triad, and warm and cool colors. A high and low saturation condition was also included. The color harmonies were applied to an existing game character (avatar) and a new object (cube) to study any potential differences in the results. The initial results show that some color harmonies, in particular triad and split-complementary, were generally preferred over others meaning that it is important to take into account these aspects in game design. Additional results also show that color harmonies with a base in green were not as popular as red and blue color harmonies.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
基于色彩理论的游戏设计角色偏好选择
为游戏对象选择配色方案是一项重要任务。对于游戏设计师来说,了解人们喜欢什么颜色是很有价值的。色彩理论的原则对于选择合适的颜色很重要。本文提出了一个感性实验,该实验评估了应用于游戏对象的颜色理论的一些基本原则,以研究特定组合是否更受欢迎。对15名参与者进行了一项双选项强迫选择(2AFC)偏好实验,每个实验使用236对图像。这些配对是基于红色、绿色和蓝色的颜色和谐。颜色和谐是相互评价的,包括相似色、互补色、分裂互补色、三和弦色、暖色和冷色。还包括高饱和度和低饱和度条件。将颜色调和应用于现有的游戏角色(化身)和新对象(立方体),以研究结果中的任何潜在差异。最初的结果显示,某些颜色和谐,特别是三和弦和分裂互补,通常比其他颜色更受欢迎,这意味着在游戏设计中考虑这些方面很重要。另外的结果还表明,以绿色为基色的和谐色不如红色和蓝色和谐色受欢迎。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Depth-based subtle gaze guidance in virtual reality environments The effect of avatar model in stepping off a ledge in an immersive virtual environment Evaluating the local visibility of geometric artifacts Analyzing and predicting anisotropic effects of BRDFs Evoking and assessing vastness in virtual environments
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1