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A Guide to Designing Curricular GamesGame Face: Telling the Story

A Guide to Designing Curricular Games: Game Face: Telling the Story [This chapter delves into the pedagogical power of storytelling (The story factor: inspiration, influence, and persuasion through the art of storytelling. Basic Books, New York, 2001). It encourages the reader to tell the story of the system by choosing an element or elements within the system to serve as a protagonist(s). The chapter discusses both conventional and unconventional plot and character development by exploring ways video games have exploded narrative possibilities. By finding leverage points within the system, the reader then branches the narrative by exploring alternative paths the protagonist(s) can take. Building on Turkle’s (The second self: Computers and the human spirit. Simon and Schuster, New York) groundbreaking work about how people relate to technology, this chapter also explores how to create a game story and characters that foster empathy, motivation, and immersion.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

A Guide to Designing Curricular GamesGame Face: Telling the Story

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Publisher
Springer International Publishing
Copyright
© Springer International Publishing Switzerland 2017
ISBN
978-3-319-42392-0
Pages
69 –118
DOI
10.1007/978-3-319-42393-7_4
Publisher site
See Chapter on Publisher Site

Abstract

[This chapter delves into the pedagogical power of storytelling (The story factor: inspiration, influence, and persuasion through the art of storytelling. Basic Books, New York, 2001). It encourages the reader to tell the story of the system by choosing an element or elements within the system to serve as a protagonist(s). The chapter discusses both conventional and unconventional plot and character development by exploring ways video games have exploded narrative possibilities. By finding leverage points within the system, the reader then branches the narrative by exploring alternative paths the protagonist(s) can take. Building on Turkle’s (The second self: Computers and the human spirit. Simon and Schuster, New York) groundbreaking work about how people relate to technology, this chapter also explores how to create a game story and characters that foster empathy, motivation, and immersion.]

Published: Oct 20, 2016

Keywords: Empathy; Presence; Transitional objects; Avatar; Identities; Race; Gender; Hero; Non-playing characters (NPCs); Plot; Counterfactual analysis; Cut scenes; Boss level; Rubber-banding; Golden path; Branching

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