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A Tale of Two Puppets, Two Avatars and Two Countries

机译:两个木偶,两个头像和两个国家的故事

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We describe observations from studies conducted with school children in Nepal and Portugal with the aim of exploring two questions: 1. Can we develop an interactive game that will continue to engage the child in gameplay when the electricity supply fails? 2. What are the discernable differences in the ways children in Nepal and Portugal interact with the game given the huge socio-economic and cultural differences between them? The studies highlight the potential of the design in fostering continued engagement in the game when the electricity supply fails. They also show surprising little difference between the children in Nepal and Portugal. The observations suggest game mechanism and basic interactions can be regarded as universal across cultures and levels of income and can thus be designed and tested in any location and be expected to work and be understood by children from any culture and background.
机译:我们描述了与尼泊尔和葡萄牙的在校儿童进行的研究所得的观察结果,目的是探讨两个问题:1.我们是否可以开发一种互动游戏,当电力供应中断时,该游戏将继续让儿童参与游戏玩法中? 2.鉴于尼泊尔和葡萄牙的儿童与游戏的互动方式存在巨大的社会经济和文化差异,它们之间可辨别的差异是什么?这些研究突出了该设计在电力供应中断时促进游戏持续参与的潜力。他们还显示出尼泊尔和葡萄牙的孩子之间的惊人差异。观察结果表明,游戏机制和基本互动可以被视为跨文化和收入水平的普遍现象,因此可以在任何位置进行设计和测试,并有望被来自任何文化和背景的儿童使用并理解。

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