Beyond Entertainment: An Investigation of Externalization Design in Video Games

Abstract This article investigates when and how video games enable players to create externalizations in a diverse sample of 388 video games. We follow a grounded‐theory approach, extracting externalizations from video games to explore design ideas and relate them to practices in visualization. Video games often engage players in problem‐solving activities, like solving a murder mystery or optimizing a strategy, requiring players to interpret heterogeneous data—much like tasks in the visualization domain. In many cases, externalizations can help reduce a user's mental load by making tangible what otherwise only lives in their head, acting as external storage or a visual playground. Over five coding phases, we created a hierarchy of 277 tags to describe the video games in our collection, from which we extracted 169 externalizations. We characterize these externalizations along nine dimensions like mental load, visual encodings, and motivations, resulting in 13 categories divided into four clusters: quick access, storage, sensemaking, and communication. We formulate considerations to guide future work, looking at tasks and challenges, naming potentials for inspiration, and discussing which topics could advance the state of externalization.

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Publication Details

Journal
Computer Graphics Forum
Published
2025-05-23
DOI
https://doi.org/10.1111/cgf.70124
Citations
1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
4.20
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article

Beyond Entertainment: An Investigation of Externalization Design in Video Games

Tanja Blascheck, Franziska Becker, Hendrik Brückler, René Pascal Warnking
1 citations
Computer Graphics Forum
Digital Games and Media
4.20
article

Beyond Entertainment: An Investigation of Externalization Design in Video Games

Tanja Blascheck, Franziska Becker, Hendrik Brückler, René Pascal Warnking
article en
1 citations

Abstract

Abstract This article investigates when and how video games enable players to create externalizations in a diverse sample of 388 video games. We follow a grounded‐theory approach, extracting externalizations from video games to explore design ideas and relate them to practices in visualization. Video games often engage players in problem‐solving activities, like solving a murder mystery or optimizing a strategy, requiring players to interpret heterogeneous data—much like tasks in the visualization domain. In many cases, externalizations can help reduce a user's mental load by making tangible what otherwise only lives in their head, acting as external storage or a visual playground. Over five coding phases, we created a hierarchy of 277 tags to describe the video games in our collection, from which we extracted 169 externalizations. We characterize these externalizations along nine dimensions like mental load, visual encodings, and motivations, resulting in 13 categories divided into four clusters: quick access, storage, sensemaking, and communication. We formulate considerations to guide future work, looking at tasks and challenges, naming potentials for inspiration, and discussing which topics could advance the state of externalization.

Computer Graphics ForumVol. 44(3)
University of Stuttgart (DE), Osnabrück University (DE), Heidelberg University (DE), University Hospital Heidelberg (DE), University Medical Centre Mannheim (DE)
Peace, Justice and strong institutions
Openalex Percentile: Top 8%
Digital Games and Media
4.20
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Beyond Entertainment: An Investigation of Externalization Design in Video Games — Tanja Blascheck, Franziska Becker, et al. · Computer Graphics Forum (2025) | TGRS Research Map | TGRS