Article_snip

Claire Dormann , Günter Wallner
pp. 32 - 61, view paper, download
(https://doi.org/10.55612/s-5002-065-001), Google Scholar

Submitted on 31 May 2025 - Accepted on 10 Sep 2025

Interaction Design and Architecture(s) IxD&A Journal
Issue N. 65, Summer 2025

Abstract

Maps are critical elements of video games that provide an alternative representation of the game world. While navigation is considered an essential function of game maps, they play additional selective roles in and have multiple functions that influence players’ experiences. To refine our understanding of the complexity and intricacies of their design, we conducted a thematic analysis of online posts dedicated to this subject. In these posts, authors share their understanding of and critical perspectives on video game maps. Our findings illustrate aspects of the cartographic process. We first show how maps work as information systems. Then, aesthetics and usability are introduced as salient facets of their design. We further highlight playful aspects and how maps work as ludonarrative devices. We believe that designers will benefit from our analysis, helping them to craft innovative games and entertaining cartographic experiences. Lastly, we further outline a new research agenda dedicated that domain.

Keywords:

CRediT author statement: Claire Dormann: Conceptualization, Methodology, Investigation, Formal analysis, Writing – original draft. Günter Wallner: Writing- Reviewing and Editing

Cite this article as:
Dormann C., Wallner G.: Studying Cartographic Game Maps: Video Game Maps Matter., Interaction Design & Architecture(s) – IxD&A Journal, N.65, 2025, pp. 32–61, DOI: https://doi.org/10.55612/s-5002-065-001

References:

1. Toups Dugas, P.O., LaLone, N., Spiel, K., Hamilton, B.: Paper to pixels: A chronicle of map interfaces in games. In: Proceedings of the 2020 ACM Designing Interactive Systems Conference. pp. 1433—-1451. DIS ’20, Association for Computing Machinery, New York, NY, USA (2020). https://doi.org/10.1145/3357236.3395502
2. Ahlqvist, O.: Converging themes in cartography and computer games. Cartography and Geographic Information Science 38(3), 278–285 (2011). https://doi.org/10.1559/15230406382278
3. Arnott, L.: Mapping Metroid: Narrative, space, and other m. Games and Culture 12(1), 3–27 (2017). https://doi.org/10.1177/1555412015580016
4. Thorn, R.: How to play with maps. In: Abstracts of the International Cartography Association – 29th International Cartographic Conference (2019). https://doi.org/10.5194/ica-abs-1-365-2019
5. Mukherjee, S.: The cartography of virtual empires: Video game maps, paratexts, and colonialism. In: Beil, B., Freyermuth, G.S., Schmidt, H.C. (eds.) Paratextualizing Games, pp. 75–95. transcript Verlag (2021). https://doi.org/10.14361/9783839454213
6. Wängdahl, L.: The worldliness of the Dragon Age: Origins game world. In: Meaningful Play 2012 Conference Proceedings (2012)
7. Horbi?ski, T., Zagata, K.: View of cartography in video games: Literature review and examples of specific solutions. KN – Journal of Cartography and Geographic Information 72, 117–128 (2022). https://doi.org/10.1007/s42489-022-00104-8
8. Bunting, B.S.J.: Languages of power, languages of protest: Exploring the rhetorics of game maps. Games and Culture p. 15554120241237303 (2024). https://doi.org/10.1177/15554120241237303
9. Gekker, A.: (Mini) Mapping the Game-Space: A Taxonomy of Control, pp. 134–155. Institute of Network Cultures, Amsterdam, Netherlands (2010)
10. Toups Dugas, P.O., Lalone, N., Alharthi, S.A., Sharma, H.N., Webb, A.M.: Making maps available for play: Analyzing the design of game cartography interfaces. ACM Trans. Comput.-Hum. Interact. 26(5) (2019). https://doi.org/10.1145/3336144
11. Forest, A.: Which way from here? The spatiality of maps & navigation in first-person single-player video games. Master’s thesis, Queensland University of Technology (2011), https://eprints.qut.edu.au/47014/
12. Mukherjee, S.: ’here be dragons’: Aesthesis, affect and ethics in videogame cartography. In: 13th International Philosophy of Computer Games Conference (2019)
13. Friche, L.: Analyser le rapport entre le joueur et l’espace de jeu par la cartographie Etude de l’interface de carte, ses attributs, et leurs rapports dans la formalisation de l’ethos ludique. Master’s thesis, Université de Lorraine (2020), https://inria.hal.science/hal-03018946/
14. Fraser, E., Wilmott, C.: From underground to the sky: Navigating verticality through play. In: Playful Mapping in the Digital Age, pp. 114–133. Institute of Network Cultures, Amsterdam, Netherlands (2010)
15. Sparrow, L.A., Gibbs, M., Arnold, M.: The ethics of multiplayer game design and community management: Industry perspectives and challenges. In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. CHI ’21, Association for Computing Machinery, New York, NY, USA (2021). https://doi.org/10.1145/3411764.3445363
16. Byrne, D.: A worked example of Braun and Clarke’s approach to reflexive thematic analysis. Quality & Quantity 56, 1391—-1412 (2022). https://doi.org/10.1007/s11135-021-01182-y
17. Braun, V., Clarke, V.: Reflecting on reflexive thematic analysis. Qualitative Research in Sport, Exercise and Health 11(4), 589–597 (2019). https://doi.org/10.1080/2159676X.2019.1628806
18. Clarke, V., Braun, V.: Thematic analysis. In: Lyons, E., Coyle, A. (eds.) Analysing Qualitative Data in Psychology, pp. 84–103. Sage Publications, London, UK, 3 edn. (2021)
19. Braun, V., Clarke, V.: Toward good practice in thematic analysis: Avoiding common problems and be(com)ing a knowing researcher. International Journal of Transgender Health 24(1), 1–6 (2023). https://doi.org/10.1080/26895269.2022.2129597
20. Mochocki, M.: Heritage sites and video games: Questions of authenticity and immersion. Games and Culture 16(8), 951–977 (2021). https://doi.org/10.1177/15554120211005369
21. Hofer, M., Hartmann, T., Eden, A., Ratan, R., Hahn, L.: The role of plausibility in the experience of spatial presence in virtual environments. Frontiers in Virtual Reality 1 (2020). https://doi.org/10.3389/frvir.2020.00002
22. Bassett, A.: Exclusive: Greg & Dan cartography. Worldbuilding Magazine 2, 10–17 (2018), https://www.worldbuildingmagazine.com/2018/10/cartography-and-navigation/
23. Drachen, A., Schubert, M.: Spatial Game Analytics, pp. 365–402. Springer, London (2013). https://doi.org/10.1007/978-1-4471-4769-5_17
24. Horbi?ski, T., Zagata, K.: Map symbols in video games: the example of “Valheim”. KN – Journal of Cartography and Geographic Information 71, 269–283 (2021). https://doi.org/10.1007/s42489-021-00085-0
25. Skarlatidou, A., Wardlaw, J., Haklay, M., Cheng, T.: Understanding the Influence of specific Web GIS Attributes in the Formation of non-experts’ Trust Perceptions, pp. 219–238. Springer, Berlin, Heidelberg (2011). https://doi.org/10.1007/978-3-642-19143-5_13
26. Amini, F., Rufiange, S., Hossain, Z., Ventura, Q., Irani, P., McGuffin, M.J.: The impact of interactivity on comprehending 2d and 3d visualizations of movement data. IEEE Transactions on Visualization and Computer Graphics 21(1), 122–135 (2015). https://doi.org/10.1109/TVCG.2014.2329308
27. Anderson, C.L., Robinson, A.C.: Affective congruence in visualization design: Influences on reading categorical maps. IEEE Transactions on Visualization and Computer Graphics 28(8), 2867–2878 (2022). https://doi.org/10.1109/TVCG.2021.3050118
28. Dozio, N., Marcolin, F., Scurati, G.W., Ulrich, L., Nonis, F., Vezzetti, E., Marsocci, G., La Rosa, A., Ferrise, F.: A design methodology for affective virtual reality. International Journal of Human-Computer Studies 162, 102791 (2022). https://doi.org/10.1016/j.ijhcs.2022.102791
29. Atkinson, P., Parsayi, F.: Video games and aesthetic contemplation. Games and Culture 16(5), 519–537 (2021). https://doi.org/10.1177/1555412020914726
30. Browne, J.: Narrative mechanics: World-building through interaction. Facta Ficta Journal of Narrative, Theory & Media 2(2), 35–50 (2018)
31. Roth, R.E.: Cartographic design as visual storytelling: Synthesis and review of map-based narratives, genres, and tropes. The Cartographic Journal 58(1), 83–114 (2021). https://doi.org/10.1080/00087041.2019.1633103
32. Michailidis, L., Balaguer-Ballester, E., He, X.: Flow and immersion in video games: The aftermath of a conceptual challenge. Frontiers in Psychology 9 (2018). https://doi.org/10.3389/fpsyg.2018.01682
33. Weibel, D., Wissmath, B.: Immersion in computer games: The role of spatial presence and flow. International Journal of Computer Games Technology 2011(1), 282345 (2011). https://doi.org/doi.org/10.1155/2011/282345
34. Calleja, G.: Revising immersion: a conceptual model for the analysis of digital game involvement. In: Proceedings of the 2007 DiGRA International Conference. pp. 83–90 (2007)
35. Wo?ek, Z.: Lore exposition in video games: How to effectively convey an in-game world to the player (2022), https://www.theseus.fi/handle/10024/746225
36. Silva, I.C.S.d., Frosi, F.O.: Game Interface: Influence of Diegese Theory on the User Experience, pp. 1–11. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-08234-9_288-1
37. Leroy, R.: Immersion, flow and usability in video games. In: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems. CHI EA ’21, Association for Computing Machinery, New York, NY, USA (2021). https://doi.org/10.1145/3411763.3451514
38. Dimopoulos, K.: Virtual Cities: An Atlas & Exploration of Video Game Cities. Unbound, London, UK (2020)
39. Pazar, C.C.: Planetary engineering theory and its application to future terraforming for colonization (2018), https://www.researchgate.net/publication/323153326_Planetary_engineering_theory_and_its_application_to_future_terraforming_for_colonization
40. Abraham, S.A.: Usability problems in GI web applications: A lesson from literature. AGILE: GIScience Series 2, 17 (2021). https://doi.org/10.5194/agile-giss-2-17-2021
41. Marquez, J.O., Meirelles, P., da Silva, T.S.: Interactive web maps: Usability heuristics proposal. Proc. Int. Cartogr. Assoc. 4(70) (2021). https://doi.org/10.5194/ica-proc-4-70-2021
42. Schindler, I., Hosoya, G., Menninghaus, W., Beermann, U., Wagner, V., Eid, M., Scherer, K.R.: Measuring aesthetic emotions: A review of the literature and a new assessment tool. PLOS ONE 12(6), 1–45 (2017). https://doi.org/10.1371/journal.pone.0178899
43. He, T., Isenberg, P., Dachselt, R., Isenberg, T.: Beauvis: A validated scale for measuring the aesthetic pleasure of visual representations. IEEE Transactions on Visualization and Computer Graphics 29(1), 363–373 (2023). https://doi.org/10.1109/TVCG.2022.3209390
44. Ermi, L., Mäyrä, F.: Fundamental components of the gameplay experience: Analysing immersion. In: Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play. DiGRA, Tampere, Finland (2005)
45. Ito, K., Sano, Y.: Cultural differences in the use of spatial information in wayfinding behavior. In: Proceedings of the 25th International Cartographic Conference (2011), https://icaci.org/files/documents/ICC_proceedings/ICC2011/
46. Mikuni, J., Spee, B.T.M., Forlani, G., Leder, H., Scharnowski, F., Nakamura, K., Watanabe, K., Kawabata, H., Pelowski, M., Steyrl, D.: Cross-cultural comparison of beauty judgments in visual art using machine learning analysis of art attribute predictors among japanese and german speakers. Scientific Reports 14 (2024). https://doi.org/10.1038/s41598-024-65088-z
47. Szigeti-Pap, C., Kis, D., Albert, G.: Understanding map misinterpretation: Factors influencing correct map reading and common errors. ISPRS International Journal of Geo-Information 12(12) (2023). https://doi.org/10.3390/ijgi12120479

back to Table of Contents