Full paper · 2025

Non-Euclidean Video Games: Exploring Player Perceptions and Experiences inside Impossible Spaces

Osudin, D., Denisova, A., & Child, C.

JournalIEEE Transactions on Games, 2025

Teaser figure: Non-Euclidean video games. Snake and Asteroids were rebuilt in flat (Euclidean), spherical and hyperbolic space; time-lapse images show the snake turning in each. In a within-subjects study with 22 players, mastery was lower in curved spaces in both games except hyperbolic Snake, ease of control differed across spaces and was highest in Euclidean Asteroids, and immersion and challenge did not differ.
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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

  • Our example

    Antichamber

    2013

    Corridors that loop back on themselves and rooms that change when you look away.

  • Our example

    HyperRogue

    2011

    A roguelike set on a hyperbolic plane, where space expands far faster than it can in the physical world.

  • Our example

    Hyperbolica

    2022

    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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