Technologies in Learning

Total Page:16

File Type:pdf, Size:1020Kb

Technologies in Learning VOLUME 27 ISSUE 1 The International Journal of Technologies in Learning ________________________________________________________________________ Kinder Learns: An Educational Visual Novel Game as Knowledge Enhancement Tool for Downloaded by Manuel B. Garcia on Tue Apr 27 2021 at 14:24:10 PM +08 Early Childhood Education MANUEL B. GARCIA THELEARNER.COM EDITORS Bill Cope, University of Illinois at Urbana-Champaign, USA Mary Kalantzis, University of Illinois at Urbana-Champaign, USA José Luis Ortega, University of Granada, Spain ACTING DIRECTOR OF PUBLISHING Jeremy Boehme, Common Ground Research Networks, USA EDITORIAL ASSISTANT Grace Park, Common Ground Research Networks, USA ADVISORY BOARD The Learner Research Network recognizes the contribution of many in the evolution of the Research Network. The principal role of the Advisory Board has been, and is, to drive the overall intellectual direction of the Research Network. A full list of members can be found at https://thelearner.com/about/advisory-board. PEER REVIEW Articles published in The International Journal of Technologies in Learning are peer reviewed using a two-way anonymous peer review model. Reviewers are active participants of The Learner Research Network or a thematically related Research Network. The publisher, editors, reviewers, and authors all agree upon the following standards of expected ethical behavior, which are based on the Committee on Publication Ethics (COPE) Core Practices. More information can be found at: https://thelearner.com/journals/model. ARTICLE SUBMISSION The International Journal of Technologies in Learning publishes biannually (June, December). To find out more about the submission process, please visit THE INTERNATIONAL JOURNAL OF https://thelearner.com/journals/call-for-papers. TECHNOLOGIES IN LEARNING https://thelearner.com ABSTRACTING AND INDEXING ISSN: 2327-0144 (Print) For a full list of databases in which this journal is indexed, ISSN: 2327-2686 (Online) please visit https://thelearner.com/journals/collection. https://doi.org/10.18848/2327-0144/CGP (Journal) RESEARCH NETWORK MEMBERSHIP First published by Common Ground Research Networks in 2020 Authors in The International Journal of Technologies in Learning are University of Illinois Research Park members of The Learner Research Network or a thematically related 2001 South First Street, Suite 202 Research Network. Members receive access to journal content. To find Champaign, IL 61820 USA out more, visit https://thelearner.com/about/become-a-member. Ph: +1-217-328-0405 https://cgnetworks.org Downloaded by Manuel B. Garcia on Tue Apr 27 2021 at 14:24:10 PM +08 SUBSCRIPTIONS The International Journal of Technologies in Learning The International Journal of Technologies in Learning is available in electronic and print formats. Subscribe to gain access to is a peer-reviewed, scholarly journal. content from the current year and the entire backlist. Contact us at cgscholar.com/cg_support. COPYRIGHT © 2020 (individual papers), the author(s) © 2020 (selection and editorial matter), ORDERING Single articles and issues are available from the journal bookstore at Common Ground Research Networks https://cgscholar.com/bookstore. All rights reserved. Apart from fair dealing for the purposes of study, research, criticism, or review, as permitted under the applicable HYBRID OPEN ACCESS copyright legislation, no part of this work may be reproduced by any The International Journal of Technologies in Learning is Hybrid Open process without written permission from the publisher. For permissions Access, meaning authors can choose to make their articles open access. and other inquiries, please contact cgscholar.com/cg_support. This allows their work to reach an even wider audience, broadening the dissemination of their research. To find out more, please visit https://thelearner.com/journals/hybrid-open-access. DISCLAIMER The authors, editors, and publisher will not accept any legal responsibility for any errors or omissions that may have been made in this publication. The publisher makes no warranty, express or implied, Common Ground Research Networks, a member of Crossref with respect to the material contained herein. Kinder Learns: An Educational Visual Novel Game as Knowledge Enhancement Tool for Early Childhood Education Manuel B. Garcia, FEU Institute of Technology, Philippines Abstract: Because of its potent force within the educational settings, digital game-based learning is considered as a methodological means to keep up with the changing pedagogical landscape precipitated by technological developments. While educational technology has already established its presence in most parts of the education sector, it is still under- used in kindergarten level. The purpose of this study is to develop a digital educational game called “Kinder Learns” by using visual novels as the game design and K to 12 Kindergarten Curriculum Guide of the Department of Education as the game content, and to investigate its impact as an educational tool for preschoolers and educators. A digital educational game development methodology was employed to sensibly plan, design, develop, and implement Kinder Learns. The game impact was then evaluated by 243 preschoolers and 29 preschool teachers from the Pasay Schools Division of the Department of Education using the Serious Game framework, which is composed of learning and pedagogy theory in combination with gaming requirements. The result supports the acceptance of the game as an educational tool for knowledge enhancement in preschool. Kinder Learns shaped a novel realization that technology has a place in the early education landscape. Consequently, the game has successfully reinforced the positive influence of employing a digital educational game into the classroom curricula of preschool education and the unequivocal stakeholders’ perceptions towards technology use in early education years. Keywords: Digital Educational Game, Visual Novel, Digital Game-Based Learning, K-12 Basic Education, Kindergarten, Early Childhood Education Introduction nside a digital society, indigenous games are highly regarded as foundational, yet also considered to be an obsolete element of human culture in juxtaposition to electronic games, I which are deliberated as cultural and media vanguards in today’s fast-paced world. In the last decade, digital games have vigorously assumed sovereignty in the education sector. As pointed out by Gee (2005), games and learning engage humans at a deep level of pleasure. Perhaps, these primordial human urges are the reason why educational games are still deeply entrenched in the digital culture. In today’s digital environment, educational institutions must comprehend the complexities of incorporating digital games in education in order to survive and cope up in a technologically-biased pedagogical landscape. Thanks to the international research community, the educational use of digital games is not an unexplored research territory anymore. In fact, the body of knowledge is widely distributed over a number of disciplines such as educational studies, information technology, psychology, instructional technology, business studies, literary studies, ethnography, sociology, and history. Discounting the discipline to which an educational game was created for, there are theoretical foundations, learning design features, and game properties that were recruited as fundamental modalities of the game architecture of this study. Downloaded by Manuel B. Garcia on Tue Apr 27 2021 at 14:24:10 PM +08 In pursuance of developing the digital game in this paper as an effective as possible knowledge enhancement tool for preschoolers aged three to five, the proponent envisaged how digital educational games should be conceptualized, modeled, designed, and developed through combining theoretical and technical knowledge with empirical experiences found in different studies. Undeniably, the game concept will dictate how much investment a learner will put into playing the game. Learners, when experiencing curiosity especially in the contents of the game, are instinctively inclined to continue playing the game resulting in a completion of more tasks (Malone 1980). However, as contended by Mildner, Stamer, and Effelsberg (2015), there should The International Journal of Technologies in Learning Volume 27, Issue 1, 2020, http://thelearner.com © Common Ground Research Networks, Manuel B. Garcia. All Rights Reserved. Permissions: [email protected] ISSN: 2327-0144 (Print), ISSN: 2327-2686 (Online) https://doi.org/10.18848/2327-0144/CGP/v27i01/13-34 (Article) THE INTERNATIONAL JOURNAL OF TECHNOLOGIES IN LEARNING be an emphasis not only on the integration of learning content but also on an engaging design when developing learning games. Moreover, an inviting screen design, where learners can naturally feel they are playing rather than operating a program, can motivate them to engage more. In general, both content (Amr 2012) and design (Haworth and Kamran 2011) are essential features of an educational game that must be put into consideration if the goal is to create an effective educational game. Consequently, the proponent decided to use visual novel as the game design, and a K to 12 Kindergarten Curriculum Guide, as the basis of the game content, both of which will be explained in the next section. Guidelines for creating mobile applications for young children (Mak and Nathan-Roberts 2017) were also put into development consideration to ensure that the proposed educational visual novel
Recommended publications
  • Nordic Game Is a Great Way to Do This
    2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique.
    [Show full text]
  • Understanding Visual Novel As Artwork of Visual Communication Design
    MUDRA Journal of Art and Culture Volume 32 Nomor 3, September 2017 292-298 P-ISSN 0854-3461, E-ISSN 2541-0407 Understanding Visual Novel as Artwork of Visual Communication Design DENDI PRATAMA, WINNY GUNARTI W.W, TAUFIQ AKBAR Departement of Visual Communication Design, Fakulty of Language and Art Indraprasta PGRI. University, Jakarta Selatan, Indonesia [email protected] Visual Novel adalah sejenis permainan audiovisual yang menawarkan kekuatan visual melalui narasi dan karakter visual. Data dari komunitas pengembang Visual Novel (VN) Project Indonesia menunjukkan masih terbatasnya pengembang game lokal yang memproduksi Visual Novel Indonesia. Selain itu, produksi Visual Novel Indonesia juga lebih banyak dipengaruhi oleh gaya anime dan manga dari Jepang. Padahal Visual Novel adalah bagian dari produk industri kreatif yang potensial. Studi ini merumuskan masalah, bagaimana memahami Visual Novel sebagai karya seni desain komunikasi visual, khususnya di kalangan mahasiswa? Penelitian ini merupakan studi kasus yang dilakukan terhadap mahasiswa desain komunikasi visual di lingkungan Universitas Indraprasta PGRI Jakarta. Hasil penelitian menunjukkan masih rendahnya tingkat pengetahuan, pemahaman, dan pengalaman terhadap permainan Visual Novel, yaitu di bawah 50%. Metode kombinasi kualitatif dan kuantitatif dengan pendekatan semiotika struktural digunakan untuk menjabarkan elemen desain dan susunan tanda yang terdapat pada Visual Novel. Penelitian ini dapat menjadi referensi ilmiah untuk lebih mengenalkan dan mendorong pemahaman tentang Visual Novel sebagai karya seni Desain Komunikasi Visual. Selain itu, hasil penelitian dapat menambah pengetahuan masyarakat, dan mendorong pengembangan karya seni Visual Novel yang mencerminkan budaya Indonesia. Kata kunci: Visual novel, karya seni, desain komunikasi visual Visual Novel is a kind of audiovisual game that offers visual strength through the narrative and visual characters.
    [Show full text]
  • Role Playing Games Role Playing Computer Games Are a Version Of
    Role Playing Games Role Playing computer games are a version of early non-computer games that used the same mechanics as many computer role playing games. The history of Role Playing Games (RPG) comes out of table-top games such as Dungeons and Dragons. These games used basic Role Playing Mechanics to create playable games for multiple players. When computers and computer games became doable one of the first games (along with Adventure games) to be implemented were Role Playing games. The core features of Role Playing games include the following features: • The game character has a set of features/skills/traits that can be changed through Experience Points (xp). • XP values are typically increased by playing the game. As the player does things in the game (killing monsters, completing quests, etc) the player earns XP. • Player progression is defined by Levels in which the player acquires or refines skills/traits. • Game structure is typically open-world or has open-world features. • Narrative and progress is normally done by completing Quests. • Game Narrative is typically presented in a non-linear quests or exploration. Narrative can also be presented as environmental narrative (found tapes, etc), or through other non-linear methods. • In some cases, the initial game character can be defined by the player and the initial mix of skills/traits/classes chosen by the player. • Many RPGs require a number of hours to complete. • Progression in the game is typically done through player quests, which can be done in different order. • In Action RPGs combat is real-time and in turn-based RPGs the combat is turn-based.
    [Show full text]
  • Development of Exergaming Simulator for Gym Training, Exercise Testing and Rehabilitation
    Journal of Communication and Computer 11(2014) 403-411 D doi: 10.17265/1548-7709/2014.05 001 DAVID PUBLISHING Development of Exergaming Simulator for Gym Training, Exercise Testing and Rehabilitation Veli-Matti Nurkkala, Jonna Kalermo and Timo Jarvilehto Kajaani University of Applied Sciences, Information Systems, Kajaani 87100, Finland Abstract: “Video games that require physical activity in order to play” is a common definition of exergames. Products, such as Wii Fit and dance pads, are well-known exergame products targeted to home use. Also exergaming products for professional use are gradually becoming more common in gyms, fitness centers, rehabilitation centers, as well as in activity and amusement parks. A lot of research has been carried out on the benefits that the exergaming products can provide for people of different ages, for example. The results have been promising, and the possibilities of exergaming in the fight against obesity and inactivity have been recognized. New exergaming products are coming to markets in increasing speed. However, the field is still very young, and there is space and demand for new innovations. During the last two years, we have been developing a new exergaming simulator for gym training, exercise testing and rehabilitation. As a next generation exergaming device, the simulator combines various gym and rehabilitation equipment (treadmill, exercise bike, etc.) with virtual environments, games, sports applications, immersive gaming view, and advanced motion controllers. Key words: Exergaming, Athene exergaming, fitness games, games for health, virtual environment. 1. Introduction includes powerpad (pressure-sensors embedded between two layers of flexible plastic) with games [3]. The term exergaming (also exergaming, A year later, Exus released Foot Craz running pad portmanteau from words exercising and gaming) has which was compatible with Video Jogger and Video become widely used.
    [Show full text]
  • Imitation and Limitation
    Fake Bit: Imitation and Limitation Brett Camper [email protected] ABSTRACT adventure and role-playing games, which are traditionally less A small but growing trend in video game development uses the action-oriented. Several lesser known NES games contributed to “obsolete” graphics and sound of 1980s-era, 8-bit microcomputers the style early on as well, such as Hudson Soft’s Faxanadu (1989) to create “fake 8-bit” games on today’s hardware platforms. This and Milon’s Secret Castle (1986), as well as Konami’s The paper explores the trend by looking at a specific case study, the Goonies II (1987). In more recent decades, the Castlevania series platform-adventure game La-Mulana, which was inspired by the from Konami has also adopted and advanced the form, from Japanese MSX computer platform. Discussion includes the Symphony of the Night (1997) on PlayStation, through Portrait of specific aesthetic traits the game adopts (as well as ignores), and Ruin (2006) for the Nintendo DS. the 8-bit technological structures that caused them in their original La-Mulana is an extremely well made title that ranks among the 1980s MSX incarnation. The role of technology in shaping finest in this genre, displaying unusual craftsmanship and aesthetics, and the persistence of such effects beyond the lifetime cohesiveness. Its player-protagonist is Professor Lemeza, an of the originating technologies, is considered as a more general archaeologist explorer charting out vast underground ruins in a “retro media” phenomenon. distant, unspecified corner of the globe (Indiana Jones is an obvious pop culture reference, but also earlier examples like H.
    [Show full text]
  • Text-Based Adventures of the Golovin AI Agent
    Text-based Adventures of the Golovin AI Agent Bartosz Kostka, Jarosław Kwiecien,´ Jakub Kowalski, Paweł Rychlikowski Institute of Computer Science University of Wrocław, Poland Email: {bartosz.kostka,jaroslaw.kwiecien}@stud.cs.uni.wroc.pl, {jko,prych}@cs.uni.wroc.pl Abstract—The domain of text-based adventure games has been may be partially-observable), legal moves, and some kind of recently established as a new challenge of creating the agent that scoring function (at least for the endgame states). Even in a is both able to understand natural language, and acts intelligently GGP case, the set of available moves is known to the agent, in text-described environments. In this paper, we present our approach to tackle the problem. and the state is provided using some higher-level structure Our agent, named Golovin, takes advantage of the limited game (logic predicates or state observations). domain. We use genre-related corpora (including fantasy books In contrast, the recently proposed Text-Based Adventure AI and decompiled games) to create language models suitable to Competition, held during the IEEE Conference on Computa- this domain. Moreover, we embed mechanisms that allow us tional Intelligence and Games (CIG) in 2016, provides a new to specify, and separately handle, important tasks as fighting opponents, managing inventory, and navigating on the game map. kind of challenge by putting more emphasis on interaction We validated usefulness of these mechanisms, measuring with the game environment. The agent has access only to the agent’s performance on the set of 50 interactive fiction games. natural language description about his surroundings and effects Finally, we show that our agent plays on a level comparable to the of his actions.
    [Show full text]
  • Visual Novels: Narrative Design in Virtue's Last Reward
    Visual Novels: Narrative Design in Virtue's Last Reward Kotaro Uchikoshi Director & Scenario Writer, Spike Chunsoft Co., Ltd. 13th Annual Game Developers Choice Awards Best Narrative, The Winner is... The Walking Dead 1/29 GDC Award nominees that caught my eye: Journey The Walking Dead The Room >> These are all Adventure Games. 2/29 A Visual Novel is a sort of Adventure Game. What exactly is a Visual Novel, then? 3/29 What's the definition of Visual Novel? A text-based video game featuring a narrative using graphics and sound...? 4/29 Visual Novel without Visuals Real Sound: Kaze no Regret Developer : WARP, Inc. Publisher : SEGA Designer : Kenji Eno Platform : Sega Saturn, Dreamcast Release date (JP) : June 15, 1997 5/29 What's the essence of Visual Novel? A video game featuring a narrative 6/29 What's the essence of Visual Novel? A video game with an emphasis on narrative. Are these sports? 8/29 “A Visual Novel is not a game.” Is it true? 9/29 A Visual Novel is a game. 10/29 What's the definition of a game? Something with selectivity Something where the selection made by the player's decision changes the history of events or outcome that takes place within a given set of rules. 11/29 For instance... 12/29 “A video game that specializes in selectivity” is what we call a Visual Novel. 13/29 Visual Novels in Japan: Steins;Gate Danganronpa: Academy of Hope and High School Students of Despair 14/29 The pioneer Visual Novel in Japan: Kamaitachi no Yoru (Night of the Sickle Weasel) (The Howl of The Banshee) 15/29 Unique game design of Kamaitachi There are almost no flags in this game.
    [Show full text]
  • Exploring Audio Storytelling in Mobile Exergames to Affect the Perception of Physical Exercise
    Exploring Audio Storytelling in Mobile Exergames to Affect the Perception of Physical Exercise Luca Chittaro and Francesco Zuliani HCI Lab, Department of Mathematics and Computer Science University of Udine, Italy [email protected], [email protected] Abstract—Exergames (video games that combine exercise and ing a physical activity is hard. For these reasons, the design of play) can make the experience of physical activities more enjoy- effective mobile exergames requires alternative solutions to the able. Mobile exergames are particularly interesting as they can use of graphics as a primary element to engage the player in the be used for outdoors, open-air physical activities. Unfortunately, game. Therefore, our research pursued two main goals. First, current mobile exergames tend to require the player to frequently we wanted to explore how to use audio storytelling techniques or continuously look at the screen. This can be hard to do while to make physical exercise more engaging and enjoyable by exercising, and it also requires the player to considerably distract visual attention from the surrounding physical environment, exploiting a soundscape that provides prompt feedback in introducing safety issues in activities such as outdoor running. In response to players’ activity, and does not require the player to this paper, we focus on two main goals. First, we explore how to look at the screen during running. Second, we wanted to study use audio storytelling techniques to make physical exercise more if the exergame was fun for users and if it could positively engaging and enjoyable by exploiting a soundscape that provides affect the perception of physical exercise.
    [Show full text]
  • Fahrenheit and the Premature Burial of Interactive Movies Jonathan Lessard Eludamos
    Vol. 3, No. 2 (2009) http:/www.eludamos.org Fahrenheit and the premature burial of interactive movies Jonathan Lessard Eludamos. Journal for Computer Game Culture. 2009; 3 (2), p. 195-205 Fahrenheit and the premature burial of interactive movies JONATHAN LESSARD The role reserved for interactive movies in video game histories can usually be summed up like this: a short-lived experiment having created such great expectations that can only be compared to the consequent disappointment. The genre is pretty much considered dead and the appellation ‘interactive movie’ is even pejoratively used to describe games with too many non-interactive narrative sequences. The lesson to be learned from the experience, it seems, is that mixing video games and cinema can only lead to a product that is both a bad movie and a bad game. Interactive movies are, in the best cases, last-gen material. Yet, almost ten years after the release of the last ‘major’ interactive movie games like Gabriel Knight: The Beast Within (Sierra On-Line 1995) or Pandora Directive (Access Software, 1996), a game is published claiming to be “a unique combination of gaming and cinematography […]”.1 The game is Fahrenheit (Quantic Dream 2005), published in North America as Indigo Prophecy. This ‘original’ concept seems to please since the game reaches top positions of best-selling charts and now exceeds 700 000 copies sold. 2 Critical reception is also very positive if we are to believe the compiled scores from Metacritic.com: 85% and Mobygames.com: 83%. In his post-mortem published in the Game Developer journal, David Cage (2006) insists on the game’s special blend of cinema and video games: The cinematographic approach in Indigo Prophecy was an essential aspect of the game concept from the very beginning.
    [Show full text]
  • Gramma -- Alison Mcmahan: Verbal-Visual-Virtual: a Muddy History
    Gramma -- Alison McMahan: Verbal-Visual-Virtual: A MUDdy History http://genesis.ee.auth.gr/dimakis/Gramma/7/03-Mcmahan.htm Verbal-Visual-Virtual: A MUDdy History Alison McMahan In his book, The Rise of the Network Society, Manuel Castells approaches the idea of a networked society from an economic perspective. He claims that “Capitalism itself has undergone a process of profound restructuring”, a process that is still underway. “As a consequence of this general overhauling of the capitalist system…we have witnessed… the incorporation of valuable segments of economies throughout the world into an interdependent system working as a unit in real time… a new communication system, increasingly speaking a universal, digital language” (Castells 1). Castells points out that this new communications system and the concomitant social structure has its effects on how identity is defined. The more networked we are, the more priority we attach to our sense of individual identity; “societies are increasingly structured around a bipolar opposition between the Net and the Self ” (3). He defines networks as follows: A network is a set of interconnected nodes. A node is the point at which a curve intersects itself. What a node is, concretely speaking, depends on the kind of concrete networks of which we speak. Networks are open structures, able to expand without limits, integrating new nodes as long as they are able to communicate within the network…. A network-based social structure is a highly dynamic, open system, susceptible to innovating without threatening its balance. [The goal of the network society is] the supersession of space and the annihilation of time.
    [Show full text]
  • A Blockchain-Based Music Roguelike Game
    Rhythm Dungeon: A Blockchain-based Music Roguelike Game Tengfei Wang Shuyi Zhang e Chinese University of Hong Kong, Shenzhen White Matrix Inc. 2001 Longxiang Ave Nanjing, China Shenzhen, China [email protected] [email protected] Xiao Wu Wei Cai∗ White Matrix Inc. e Chinese University of Hong Kong, Shenzhen Nanjing, China 2001 Longxiang Ave [email protected] Shenzhen, China [email protected] ABSTRACT aentions have been aracted to develop a variety of applications Rhythm Dungeon is a rhythm game which leverages the blockchain over blockchain platforms to enjoy the benets of decentraliza- as a shared open database. During the gaming session, the player tion: immutable, transparent and auditable data and functionalities. explores a roguelike dungeon by inpuing specic sequences in Blockchain game [6] is one of the most active categories of dApps 1 time to music rhythm. By integrating smart contract to the game in the market. CrytopKiies , the most popular blockchain game, program, the enemies through the venture are generated from other once dominated the trac in Ethereum network due to its popu- games which share the identical blockchain. On the other hand, the larity. It leverages the benets of immutable virtual asset tokens player may upload their characters at the end of their journey, so and transparent game rules to improve players’ gaming experience. that their own character may appear in other games and make an In fact, blockchain has the potential to redene the relationship inuence. Rhythm Dungeon is designed and implemented to show model between game operators and players: the game data will be the potential of decentralized gaming experience, which utilizes the possessed by the players rather than the game operators.
    [Show full text]
  • Overview Core Game Mechanics and Features in Adventure Games
    Adventure Games Overview While most good games include elements found in various game genres, there are some core game mechanics typically found in most Adventure games. These include character progression through dialog, game story structure, puzzle solving, and exploration. Looking back at classic Adventure games such as Monkey Island, Beyond good and Evil, Grim Fandiago, and others used these elements to create some popular and playable games. Modern Adventure games such as the Tomb Raider series or games from Telltale Games (the Walking Dead and the Wolf Among Us) include such core elements in their game designs. Core Game Mechanics and Features in Adventure Games The core mechanics in most adventure games include the following elements: Story driven – most adventure games include some kind of game story that is used to structure the game and allow the player to participate in the game. Typically, the game ends with the story. The win/lose conditions are based on puzzle and exploration actions. Single Player and Character Driven – most adventure games are single player and allow the player to assume control of a game character. This character is typically set at the start of the game and, unlike RPG games, is not mutable as the result of gameplay. Most (but not all) Adventure games are in the third person perspective. Exploration – Many adventure games allow the player to explore (to some degree). The purpose of such exploration is typically to flesh out the world, extend the story, or solve puzzles. Some adventure games that have a strong story structure may not allow for much exploration.
    [Show full text]