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Introduction
This literature review will cover video game design and User Interfaces (UI). The review contains various articles which discuss UI research. Below it goes into detail about what users think, learning by design, the effect of UI, emotions to trigger UI adaptation, design implementation, measuring user experiences, usability patterns, and visualization techniques. 

Stein C. Llanos (2011) stated video games are trying to move away from the standard UI design. Moving away from the norm has lead to people wondering if the new or old standard UI design is better. Players like to have a minimal UI design because it looks aesthetically pleasing but prefer to have information on-screen that allows them to easily interact with a game world and its mechanics. When a minimal UI design seems natural to a games environment it does not necessarily make it the best way to present information. 
 Kristiadi, D.P., Udjaja, Y., Supangat, B., Prameswara, R.Y., Warnars, Harco Leslie Hendric Spits, Heryadi, Y. and Kusakunniran, W. (2017)  conducted a survey about the game Tekken 7 because it is known for its brilliant User Interface, User Experience, and Gameplay Experience. 
In recent years there has been a large increase in the amount of research put into the emotional and affective aspects of user experience. A users game experience will be enhanced if it has good UI and UX. All three combine to give an overall good experience. Veronica Zammitto (2008) paper shows how useful visual information is for video game players. Different video game genres emphasize particular tasks. Some visualization techniques work better in certain game genres. 

 Eelke Folmer discusses usability patterns of games in his paper. A video game's success is determined on gameplay. Patterns in usability help designers capture design knowledge. A collection of usability patterns have been gathered by researchers to help give solutions to classic usability problems. Collected usability patterns help UI designs for games because they aid communication and lead to fewer usability problems.   
Gee, J.P (2005) Video game managers help players to understand long and complex games by using a set of thirteen good principals. Principals such as these should be applied to learning in schools to help educate people. It is believed that good principals built into a game help make it successful. These games show us that school is not all just work. Although these principals would be beneficial, they are not implemented in schools due to cost. 


Ijsselsteijn, W., Nap, H., de Kort, Y. and Poels, K. (2007) discuss how researchers aim to look past the conventional perspective of usability requirements game designs that relate to elderly users. By examining a wide range of demographic characteristics and age-related sensory properties that influence elderly users experience with digital games. Digital games have both entertainment and therapeutic values. Basic game accessibility for elderly users would be increased if user testing was more focused and tailored towards them. UI designs for elderly users should compensate for any functional limitations to reduce the burden on functions that decline with age.  
Ijsselsteijn, W.A., Poels, K., Jurgelionis, A., Bellotti, F., Bernhaupt, R. and Tscheligi, M. (2007) say It can be very difficult to measure a gaming experience. Flow and immersion concepts can be used potential candidates for assessing how a video game plays. Flow is a word that describes a state of enjoyment where people are fully engrossed in the activity.  
A generally agreed framework to describe digital games will take a long time to develop. A Game Experience questionnaire will cover a wide variety of digital game experiences.

 Galindo, J.A., Dupuy-Chessa, S., Mandran, N. and Ceret, E. (2018) User emotions can be categorized depending on their age and gender. The results can be used to help solve user interface problems and to infer users negative emotions. Users emotions can also be categorized on UI aesthetics and usability levels. Gaining experimental results based on users emotions opens up a large number of possibilities for UI evaluation.  

Ji, Z., Huang, W. and Zhang, X. (2018) explain how to provide a better method for designing a user interface. The research was pacifically done for a smartphone puzzle game named Saving Hero. The research conducted on this game teaches us that interactive game design is very efficient and works well. By applying the methods discussed, games like this can be equipped with great operability and playability.  
Oliver Gray talks about how advancements in technology have led to tools such a Virtuoso. Virtuoso is a tool developed by Valve that allows amateurs to create interactive educational games. This tool allows a high level of user involvement, communication and sharing for non-professionals. 
 It is concluded that this interface for this technology should inspire users to create media of their own.  

Conclusion
Overall, a minimal UI may look better it does not mean it is the most practical way to display important information. If a games UI, UX work well, a user's overall experience will be enhanced. Interface problems can be solved. We can improve game accessibility by tailoring user testing to a specific group of people. Usability patterns help UI designs and reduce the number of usability problems. Video game UI can definitely be improved if more time is put into learning and research. 


Citations:
1. Stein C. Llanos The Norwegian School of Information Technology Schweigaardsgate 14 N-0185 Oslo +4797611459 steinllanos@nith.no (2011) Do Players Prefer Integrated User Interfaces? A Qualitative Study of Game UI Design Issues.
http://www.digra.org/wp-content/uploads/digital-library/11313.34398.pdf

2. Gee, J.P. (2005) 'Learning by Design: Good Video Games as Learning Machines'. E-Learning and Digital Media, Vol. 2 (1) 5-16.
https://journals.sagepub.com/doi/pdf/10.2304/elea.2005.2.1.5

3. Kristiadi, D.P., Udjaja, Y., Supangat, B., Prameswara, R.Y., Warnars, Harco Leslie Hendric Spits, Heryadi, Y. and Kusakunniran, W. (Nov 2017) 'The Effect of UI, UX and GX on Video Games', IEEE, , pp. 158.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=8311702

4. Galindo, J.A., Dupuy-Chessa, S., Mandran, N. and Ceret, E. (May 2018) 'Using User Emotions to Trigger UI Adaptation', IEEE, , pp. 1.
https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=8406661

5.  Ji, Z., Huang, W. and Zhang, X. (2018) 'Design and Implementation of a Game Interface Interaction on Smartphone'. Journal of Intelligent & Fuzzy Systems, Vol. 34 (2) 923-931.
http://eds.a.ebscohost.com/eds/pdfviewer/pdfviewer?vid=37&sid=b413f517-4766-4c61-b3c2-c85b64dd5eed%40sdc-v-sessmgr03

6. Ijsselsteijn, W.A., Poels, K., Jurgelionis, A., Bellotti, F., Bernhaupt, R. and Tscheligi, M. (2007) Characterising and Measuring User Experiences in Digital Games.
https://pure.tue.nl/ws/files/2944578/Metis215134.pdf

7. Ijsselsteijn, W., Nap, H., de Kort, Y. and Poels, K. (Nov 14, 2007) 'Digital Game Design for Elderly Users', ACM, , pp. 17.

8. Eelke Folmer Usability Patterns in Games.
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.702.2726&rep=rep1&type=pdf

9. Veronica Zammitto 'Visualization Techniques in Video Games', BCS, The Chartered Institute for IT, . 
http://www.sfu.ca/~vzammitt/papers/zammitto-EVA-Visualization_Techniques_in_VideoGames.pdf

10. Oliver Gray Video Games: A New Interface for Non-Professional Game Developers.
https://pdfs.semanticscholar.org/4d4b/1e8b1d80b06aa9df9025f770c9843655253e.pdf


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