TY - GEN
T1 - Visual novels
T2 - 8th International Conference on Grid and Pervasive Computing, GPC 2013
AU - Salazar, Francisco Lepe
AU - Nakajima, Tatsuo
AU - Alexandrova, Todorka
PY - 2013
Y1 - 2013
N2 - Current educational games vary in how they present content, how they evaluate recently learned topics, and how student-teacher interaction is mediated. And while some treat educational games as an extra tool, others as virtual environments for practice, and some others as a replacement of the teacher, the areas of knowledge these are best suited for are usually abstract and technical. We present a method adapted from Visual Novels (VN), a sub-genre of Adventure Games born in Japan, that makes use of attractive characters, narrative engagement, puzzles and other interactive features to maintain user interest while submerging players in complex stories. With this our approach we are able to teach theoretical topics through discernment in multiple game scenarios, increasing knowledge and maintaining entertainment value. We show our results from experiments with a VN for Smart Pads we developed with Participatory Design, discuss our findings, limitations and talk about our future work.
AB - Current educational games vary in how they present content, how they evaluate recently learned topics, and how student-teacher interaction is mediated. And while some treat educational games as an extra tool, others as virtual environments for practice, and some others as a replacement of the teacher, the areas of knowledge these are best suited for are usually abstract and technical. We present a method adapted from Visual Novels (VN), a sub-genre of Adventure Games born in Japan, that makes use of attractive characters, narrative engagement, puzzles and other interactive features to maintain user interest while submerging players in complex stories. With this our approach we are able to teach theoretical topics through discernment in multiple game scenarios, increasing knowledge and maintaining entertainment value. We show our results from experiments with a VN for Smart Pads we developed with Participatory Design, discuss our findings, limitations and talk about our future work.
KW - Adventure Games
KW - Educational Games
KW - Game Scenarios
KW - Participatory Design
KW - Pervasive Games
KW - Visual Novels
UR - http://www.scopus.com/inward/record.url?scp=84883358556&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84883358556&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-38027-3_25
DO - 10.1007/978-3-642-38027-3_25
M3 - Conference contribution
AN - SCOPUS:84883358556
SN - 9783642380266
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 234
EP - 243
BT - Grid and Pervasive Computing - 8th International Conference, GPC 2013 and Colocated Workshops, Proceedings
Y2 - 9 May 2013 through 11 May 2013
ER -