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Replay. The Polish Journal of Game Studies
Distilling the key insights…
Video game navigation functions as a fundamental yet under-examined component of gameplay, necessitating a shift in focus from static environmental design to the active mechanics of player movement. By synthesizing theories of topological and geometrical space, a new ontological framework emerges that categorizes traversal through specific navigational units. This approach prioritizes the act of movement over the path itself, allowing for a more granular understanding of how players interact with virtual worlds across various temporal and spatial dimensions.
The classification system distinguishes between two primary modes of traversal: relocation, which involves instantaneous, discrete transitions, and tunnels, which represent continuous movement through altered spatial configurations. These acts are further categorized by their availability—ranging from single-use to permanent—and their predictability, which may be definite, predictable, or arbitrary. By adapting existing models of spatial warping, this typology provides a rigorous method for analyzing how players navigate between locations, effectively bridging the gap between mechanical execution and environmental design.
This five-step analytical framework demonstrates that navigational experiences are inextricably linked to the underlying architecture of the game. By applying this system to diverse titles such as Portal 2 and Age of Wonders, it becomes clear that distinguishing between the visual representation of a space and its mechanical implementation is essential for accurate game studies. Ultimately, this classification system offers a standardized vocabulary for researchers to evaluate how spatial and temporal mechanics shape the player experience, providing a necessary foundation for future investigations into the nature of virtual movement.
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European Conference on Games Based Learning (ECGBL) · 2026