Non-Euclidean Video Games: Exploring Player Perceptions and Experiences inside Impossible Spaces
JournalIEEE Transactions on Games, 2025
In short
Non-Euclidean spaces can contain layouts that are impossible in the physical world. We adapted Snake and Asteroids to flat, hyperbolic and spherical spaces and asked each player to try all three versions.
In games
Impossible spaces in commercial games
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Our example
Antichamber
Corridors that loop back on themselves and rooms that change when you look away.
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Our example
HyperRogue
A roguelike set on a hyperbolic plane, where space expands far faster than it can in the physical world.
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Our example
Hyperbolica
An adventure through hyperbolic and spherical worlds, the same kinds of space we studied.
Key findings
- Players felt less mastery and control in the hyperbolic and spherical versions.
- Immersion and perceived challenge did not differ significantly between the three spaces.
- Players' comments give further insight into how they perceived and experienced impossible spaces.
Read and cite
APA citation
Osudin, D., Denisova, A., & Child, C. (2025, March). Non-Euclidean Video Games: Exploring Player Perceptions and Experiences inside Impossible Spaces. IEEE Transactions on Games, 17(1), 115-124. https://doi.org/10.1109/TG.2024.3386816
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