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Stephanie Fitzgerald

ESRC Seminars - Overview and Handbook - Futurelab Archive - 1 views

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    I found the recaps of these seminars (and the handbook linked from this page) very interesting. Seminar 2 specifically focuses on the role of narrative--at what point it should enter the design process, how it can increase motivation and enjoyment or serve as a distraction, issues with traditional narrative in an interactive medium, etc. This quote from the Seminar 2 overview reminded me of relatedness from SDT Theory: "It was agreed that a quality necessary for engagement with narrative was that of identification with characters or a situation (an example was given from a mine disaster simulation with junior children, where the degree of engagement with the narrative content due to the identification with the victims drove the experience forward). Authenticity could also contribute to engagement. Whilst hard to pin down, it could mean authenticity for the children in cultural terms or in terms of being a 'human' story, one of a kind which resonates for them."
Anna Ho

What are the most treasured aspects of '90s adventure game design and how might these b... - 1 views

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    I came across this great question posted in Quora. One of the responders, Anne Halsall listed structured narratives, diverse hand- drawn animation, more difficult puzzles (less hints), and a single-player experience as hallmarks of 90s adventures games. The highlights of these adventure games are a stark contrast to the conditions, at least according to Gee, that make video games useful learning tools (e.g.,open-ended, immediate feedback, opportunities for socialization). This lead me to wonder, are the trends in contemporary game design driving engagement theory, or is the research driving game design?
pradeepg

Microsoft in education featured video - 0 views

shared by pradeepg on 29 Mar 12 - No Cached
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    This ~3min video is a description of how a school integrates the use of games (eg. guitar hero) into their curriculum. It utilizes this game as a starting point for multiple explorations in music. I am very unsure of the value of incorporating the game. Any thoughts ?
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    I'm not sure how I feel about the commercial aspect of this... it feels a bit like a marketing tool for Guitar Hero. But, I do think that it sounds like they're doing interesting things with the surrounding curriculum. When I was in grade school I remember participating in a special unit on the Oregon Trail where we did related activities in every subject: managing our money and supplies in math class, learning about atmospheric conditions/obstacles in science class, and negotiating through historically-situated group decisions in social studies. I found this particular unit so much more engaging than everyday coursework, as I was able to both employ my imagination and see real-world application for skills that I was building. The Microsoft program stuck me as a 21st century adaptation of this (albeit grounded in a commercial product), where students were building various skill sets across subjects that were all tied together by a common narrative.
Maya Lagu

Shigeru Miyamoto - 3 views

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    Awesome article about Miyamoto - the man behind Mario. Has some really interesting stuff about how he (and Nintendo by extension) creates compelling narratives and characters.
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