Abstract
This research explores the combination of valence levels for various elements within a game environment and how these levels, when combined with the visibility of the elements, contribute to the concept of spatial valence. The study applies this theory to a level artifact, examining how spatial valence can guide player navigation within the level. This thesis provides future level designers with a more holistic view of guiding the player within the level by refining the valence theory.
Degree Date
Spring 2025
Document Type
Thesis
Degree Name
M.I.T.
Department
Level Design
Advisor
Mike Porter
Acknowledgements
I would like to extend my sincere gratitude to all the professors and classmates who have provided me with thoughtful guidance, valuable feedback, and unwavering support throughout this journey. In particular, I am deeply grateful to Prof. Porter and Prof. Clark for their insightful advice and mentorship. I would also like to express my heartfelt thanks to Dr. Steiner for his patient guidance and assistance, which were instrumental in the completion of this work. Furthermore, I am deeply grateful to all the test participants who generously contributed their time and effort to provide me with such detailed feedback and data, which were essential to the success of this thesis. Lastly, I would like to acknowledge Guildhall for offering me the opportunity to undertake and complete this thesis. Without the support and resources provided, this accomplishment would not have been possible.
Format
Creative Commons License

This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License
Recommended Citation
Wang, Boheng, "Best Practices: Spatial Valence Theory to Encourage Exploration" (2025). Level Design Theses and Dissertations. 26.
https://scholar.smu.edu/guildhall_leveldesign_etds/26
