{"title":"为严肃游戏应用程序创建脚本序列的模型","authors":"Liudvikas Dapšys","doi":"10.3846/mla.2023.19145","DOIUrl":null,"url":null,"abstract":"This article presents a method for presenting information in an interactive application, using a method that video games use to create narrative – scripted sequences – while following the principles of instructional design. A model for creating such sequences is also presented, inspired by a similar model for adventure video games. Five adventure video games were analysed to create this model. The created application has several advantages over real-life presentations: 1) the user does not physically have to appear at the location of the presentation, 2) the user can stop and start the presentation at a convenient time, and 3) the application may be more engaging than a recording of a real-life presentation.","PeriodicalId":30324,"journal":{"name":"Mokslas Lietuvos Ateitis","volume":"44 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A MODEL FOR THE CREATION OF SCRIPTED SEQUENCES FOR SERIOUS GAME APPLICATIONS\",\"authors\":\"Liudvikas Dapšys\",\"doi\":\"10.3846/mla.2023.19145\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This article presents a method for presenting information in an interactive application, using a method that video games use to create narrative – scripted sequences – while following the principles of instructional design. A model for creating such sequences is also presented, inspired by a similar model for adventure video games. Five adventure video games were analysed to create this model. The created application has several advantages over real-life presentations: 1) the user does not physically have to appear at the location of the presentation, 2) the user can stop and start the presentation at a convenient time, and 3) the application may be more engaging than a recording of a real-life presentation.\",\"PeriodicalId\":30324,\"journal\":{\"name\":\"Mokslas Lietuvos Ateitis\",\"volume\":\"44 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Mokslas Lietuvos Ateitis\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3846/mla.2023.19145\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Mokslas Lietuvos Ateitis","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3846/mla.2023.19145","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A MODEL FOR THE CREATION OF SCRIPTED SEQUENCES FOR SERIOUS GAME APPLICATIONS
This article presents a method for presenting information in an interactive application, using a method that video games use to create narrative – scripted sequences – while following the principles of instructional design. A model for creating such sequences is also presented, inspired by a similar model for adventure video games. Five adventure video games were analysed to create this model. The created application has several advantages over real-life presentations: 1) the user does not physically have to appear at the location of the presentation, 2) the user can stop and start the presentation at a convenient time, and 3) the application may be more engaging than a recording of a real-life presentation.