Similar to other scientific disciplines, the development of new ideas and approaches in Cartography can be impeded by scientific conventions, approaches that have proven to be effective and have been established as the standard “way to do things”. In order to overcome restrictive conventions, it can be reasonable to search for inspiration from outside groups that aim to resolve similar technical challenges. In the context of Cartography, we define map design in video games as a functionally deviant subculture. Video game designers are not embedded in the scientific cartographic community and its conventions. Due to the specific gaming context, they may develop innovative approaches for map design, which could be taken up and adapted by cartographers. Based on exemplary maps in video games, we want to demonstrate that differences of requirements, aims and means between traditional Cartography and video games result in different approaches of maps design. Potential applications and limitations of map design approaches in video games for representing real-world environments are discussed. Based on the provided examples, we want to inspire cartographers to use map design approaches of functionally deviant map creators to develop innovative approaches for representing spatial information.

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Deviant Landscape Representations in Video Games: What Can Cartographers Learn from Map Design in Video Games?

  • Julian Keil,
  • Dennis Edler,
  • Frank Dickmann

摘要

Similar to other scientific disciplines, the development of new ideas and approaches in Cartography can be impeded by scientific conventions, approaches that have proven to be effective and have been established as the standard “way to do things”. In order to overcome restrictive conventions, it can be reasonable to search for inspiration from outside groups that aim to resolve similar technical challenges. In the context of Cartography, we define map design in video games as a functionally deviant subculture. Video game designers are not embedded in the scientific cartographic community and its conventions. Due to the specific gaming context, they may develop innovative approaches for map design, which could be taken up and adapted by cartographers. Based on exemplary maps in video games, we want to demonstrate that differences of requirements, aims and means between traditional Cartography and video games result in different approaches of maps design. Potential applications and limitations of map design approaches in video games for representing real-world environments are discussed. Based on the provided examples, we want to inspire cartographers to use map design approaches of functionally deviant map creators to develop innovative approaches for representing spatial information.