103 Chapter 6 Does Computer Game Experience Influence Visual Scenario Assessment of Urban Recreational Paths? A Case Study Using 3-D Computer Animation Arne Arnberger University of Natural Resources and Applied Life Sciences, Austria Thomas Reichhart University of Natural Resources and Applied Life Sciences, Austria ABSTRACT During the past decades, computer visualizations have been frequently used in urban e-Planning and research. The question arises of whether the degree of experience with the computer during leisure time can have an influence on the assessment of computer-visualized outdoor environment scenarios using visualizations comparable to computer games. We used a computer-animated choice model to investigate the influence of computer game experience on respondents’ preferences for an urban recreational trail. Static and animated representations of use scenarios were produced with 3-D computer animation techniques. Three social factors were investigated: number of trail users, user composition, and direction of movement: The scenarios were presented to respondents (N = 149), segmented into groups with different computer game experience. The results indicate that the individual experience with computer gaming and the presentation mode influences the evaluation of trail scenarios. Animated trail scenarios seem to be more useful than static ones. INTRODUCTION Research on preferences for urban planning issues, such as the design of public green spaces, has become an important scientific field driven by the rapid changes in urban and social structures of recent decades. At the same time, the systems of governance for planning and managing urban public space have changed, with a shift towards governance DOI: 10.4018/978-1-61520-929-3.ch006 Copyright © 2010, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. Computer Game Experience Influence Visual Scenario Assessment at the local and regional level (Silva & Syrett, 2006) and increased public participation. Several tools for participatory planning have been developed. The newest approaches use 3-D computer graphics or 3-D computer animations for presenting urban and rural developments and recreational scenarios (Karjalainen & Tyrväinen, 2002; Lange, 2001; Reichhart, Arnberger, & Muhar, 2007; Rohrmann & Bishop, 2002; Vallerie, Park, Hallo, Stanfield, & Manning, 2006). In particular, the capability of these methodologies to assess the acceptance of hypothetical and future scenarios is of great value for urban planners. Therefore, computer simulated environments are now widely used in environmental planning (Lange, 2005; Chen, Bishop, & Hamid, 2002). Nowadays, Western urban societies are often familiar with computer generated graphics. This familiarity can be gained by work with the computer and/or video games. For example, 76% of Austrian households have at least one computer (Statistik Austria, 2008), and a high share of the population play computer games more or less regularly. Only 24% of the 11-18 year olds do not play computer games (Großegger & Zentner, 2008). The question of whether this familiarity with computer generated graphics can have an impact on the individual assessment of virtual environments that are increasingly used in e-Planning of urban environments arises. This topic is receiving added attention because research on video games has found that there are interconnections between real and virtual environments (Fischer, Kubitzki, Guter, & Frey, 2007). BACKGROUND Methods Used In Perception Research on Outdoor Environments Environmental perception research predominantly relies on the human perception-based approach which derives from the psychophysical tradition 104 in psychology (Daniel & Meitner, 2001; Zube, Sell, & Taylor, 1982). Most of the approaches used the concept of preferences (Aoki, 1999). Early methods applied in environment preference research, such as text-based descriptions or onsite visits, were limited in assessing the complex dependences and interactions between a wide range of social and physical factors (Tahvanainen, Tyrväinen, Ihalainen, Vuorela, & Kolehmainen, 2001; Manning & Freimund, 2004). Thus photographs were used as a visual stimulus and have a long history in the context of preference research on natural and man-made environments (Aoki, 1983; Daniel & Meitner, 2001; Nasar, 1983). In particular, the aesthetic evaluation of natural and urban landscapes in the field of environmental psychology has relied on photographs (Daniel & Meitner, 2001; Van den Berg, Vlek, & Coeterier, 1998). These studies have shown that humans prefer natural environments to built environments. During the last two decades, digital photomontages have become relevant. Photomontages were often used for the assessment of hypothetical planning scenarios and landscape changes, and most research findings indicate that these computer supported approaches brought more consolidated results. These studies investigated a range of topics such as recreational scenarios (Manning, 2007; Manning & Freimund, 2004; Needham & Rollins, 2005), impact of recreation use on the natural resource (Manning, 2007), landscape changes (Arnberger, Eder, Brandenburg, & Reichhart, 2007), forest management (Tahvanainen et al., 2001), and water-bodies (Junker & Buchecker, 2008). For example, studies in urban and suburban environments using manipulated photos investigated recreational trail scenarios (Arnberger & Haider, 2007) and the design of urban park settings (Jorgensen, Hitchmough, & Calvert, 2002). However, photographs and photomontages have several limitations, specifically when presenting motion related elements such as water flow or walking or bicycling behavior on multi-use trails 15 more pages are available in the full version of this document, which may be purchased using the "Add to Cart" button on the publisher's webpage: www.igi-global.com/chapter/does-computer-game-experienceinfluence/43182 Related Content Creating Synergies Between Participatory Design of E-Services and Collaborative Planning Bridgette Wessels, Yvonne Dittrich, Annelie Ekelin and Sara Eriksén (2012). International Journal of EPlanning Research (pp. 1-16). www.irma-international.org/article/creating-synergies-between-participatory-design/70079/ E-Civic Engagement and the Youth: New Frontiers and Challenges for Urban Planning Kheir Al-Kodmany, John Betancur and Sanjeev Vidyarthi (2012). 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