Immersion and narrative design in educational games across cultures
Immersion and narrative design in educational games across cultures
Games have great potential as teaching tools, in part due to their immersive, intrinsically motivating narratives which compel players to deeply engage with their worlds. However, little research has been done into how the culture of the player shapes the design and impact of the narrative, and therefore the design of an educational game so it can most effectively teach to particular cultures. To help resolve this issue, several theories of narratives, education, immersion and cultural issues in games were investigated, in order to find the core aspects and common aspects about what can make educational game narratives culturally relevant and immersive. The outcome of this investigation is the INDEC framework, which demonstrates how to structure an educational game’s design to incorporate cultural issues, in order to identify how engaging a game would be to players across different cultures.
Culture, Educational games, Immersion, Narrative, Serious games
605-621
Baker, James
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Wanick, Vanissa
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Asiri, Mashael
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Wills, Gary
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Ranchhod, Ashok
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1 January 2017
Baker, James
a8a45768-5dc3-482f-98d2-d067d66a299c
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Asiri, Mashael
2373e673-4057-4b8d-bde0-da641b39828a
Wills, Gary
3a594558-6921-4e82-8098-38cd8d4e8aa0
Ranchhod, Ashok
4502275c-3dca-4c29-a2cb-3a0356e4de0e
Baker, James, Wanick, Vanissa, Asiri, Mashael, Wills, Gary and Ranchhod, Ashok
(2017)
Immersion and narrative design in educational games across cultures.
In,
Serious Games and Edutainment Applications: Volume II.
Berlin, DE.
Springer, .
(doi:10.1007/978-3-319-51645-5_26).
Record type:
Book Section
Abstract
Games have great potential as teaching tools, in part due to their immersive, intrinsically motivating narratives which compel players to deeply engage with their worlds. However, little research has been done into how the culture of the player shapes the design and impact of the narrative, and therefore the design of an educational game so it can most effectively teach to particular cultures. To help resolve this issue, several theories of narratives, education, immersion and cultural issues in games were investigated, in order to find the core aspects and common aspects about what can make educational game narratives culturally relevant and immersive. The outcome of this investigation is the INDEC framework, which demonstrates how to structure an educational game’s design to incorporate cultural issues, in order to identify how engaging a game would be to players across different cultures.
Text
Immersion and Narrative Design in Educational Games across Cultures-FINAL.pdf
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Accepted/In Press date: 2016
Published date: 1 January 2017
Keywords:
Culture, Educational games, Immersion, Narrative, Serious games
Organisations:
Electronics & Computer Science, Winchester School of Art
Identifiers
Local EPrints ID: 400690
URI: http://eprints.soton.ac.uk/id/eprint/400690
PURE UUID: a31b012f-e1a2-4b4c-9a45-380c386fdff0
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Date deposited: 23 Sep 2016 11:00
Last modified: 15 Oct 2024 01:51
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