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Ludic Data Visualization

Ludic Data Visualization

Günter Wallner (ORCID: 0000-0002-0815-5985)
  • Grant DOI 10.55776/PAT5836824
  • Funding program Principal Investigator Projects
  • Status ongoing
  • Start June 1, 2025
  • End May 31, 2029
  • Funding amount € 478,509
  • Project website

Matching Funds - Oberösterreich

Disciplines

Other Social Sciences (40%); Computer Sciences (60%)

Keywords

    Games User Research, Information Visualization

Abstract

In our increasingly data-driven lives, making sense of numbers and statistics can be daunting. Traditional approacheslike charts, graphs, or dashboardsare usually designed for expert users or professional settings. However, with everybody being exposed to visualizations, matters such as aesthetics and engagement are becoming more and more important. This project explores what we can learn from video games which represent data through their virtual environments. We call these seamlessly integrated data representations ludic visualizations. By weaving information directly into a games narrative and environment, players encounter relevant data in a more intuitive, captivating way, without breaking their immersion or flow. Consider a city-building game: traffic congestions and pollution levels might not appear as simple bar charts or icons at the edge of the screen. Instead, players see the congestion of roads directly, or buildings take on a run-down look when air quality drops. Players can thus interpret crucial data about their citys well-being simply by observing the environment around them. This project investigates whether such integrated design helps users absorb and remember information more effectivelyand whether it can add to their overall enjoyment. And what we can learn from it for visualization design in general. Beyond showing game data, this project also looks at how to represent player data itself. For instance, imagine if a players achievements or actions visibly transform the landscape in a role-playing game, giving each heros journey a personal stamp that others can see and interact with. This opens fresh possibilities for social interaction, collective storytelling, and innovative gameplay mechanics, extending the significance of data beyond mere statistics or leaderboards. To achieve these goals, we will analyze existing commercial games and conduct interviews with designers to gather practical design and craft knowledge. We will also build our own prototypes, experimenting with different ways to display data diegetically, i.e., as authentic elements of the games world and storyline. We plan to run a series of user studies, combining surveys, interviews, and in-game metrics to gauge players understanding, their sense of immersion, and the fun factor. While our core focus is on entertainment games, the findings are expected to have broader impact. Designers in education, health, or museum settings might apply ludic visualizations to make data more memorable and engagingfor instance, by transforming raw numbers about fitness goals or historical timelines into interactive experiences. By bridging the gap between data analysis and playful design, our project aims to create a new wave of engaging, user-centered data narratives for everyone.

Research institution(s)
  • FH Oberösterreich - 50%
  • Universität Linz - 50%
Project participants
  • Michael Lankes, FH Oberösterreich , associated research partner

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