在交互式体验式学习场景中,通过玩家参与教授严肃问题

Henrik Schoenau-Fog
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引用次数: 14

摘要

为了在交互式叙事类游戏体验中传达关于成为战争受害者的悲惨后果的严肃主题,我们必须设计一个能够吸引参与者的场景,尽管内容很严肃。因此,本文关注的是如何运用玩家粘性和可玩性来推动参与者通过不愉快的体验式学习场景,从而交流严肃的话题。通过研究游戏中的粘性概念,我们将描述玩家粘性的框架。该框架已被用于一个案例研究,以帮助设计一个应用程序——“第一人称受害者”——该应用程序旨在与课堂讨论结合使用,以解决这个严肃的话题。对场景的评估表明,参与的参与者体验到与主题相关的感觉,如绝望、恐惧、孤独和混乱,并且有可能将场景用作教学工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Teaching Serious Issues through Player Engagement in an Interactive Experiential Learning Scenario
In order to inform about a serious subject concerned with the tragic consequences of being a victim of war in an interactive narrative game-like experience, it is essential to design a scenario which engage the participants despite the grave content. This paper thus focuses on how player engagement and playfulness can be applied to drive participants through a non-pleasurable experiential learning scenario in order to communicate serious topics. By investigating the concept of engagement in games, a framework of player engagement will be described. The framework has been used in a case-study to aid the design of an application – the “First Person Victim” – which is intended to be used in combination with an in-class discussion in order to address the serious topic. An evaluation of the scenario indicated that theme related feelings like hopelessness, fear, loneliness, and chaos are experienced by engaged participants and that there is a potential for using the scenario as a tool in teaching.
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