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Exploring Narrative as a Cognitive Aid in Educational Video Games

机译:探索叙事作为教育视频游戏中的认知援助

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In many ways, video games - particularly those of the action/adventure genre - are characteristically similar to situated learning environments. By embodying game characters that face various physical, social, and intellectual challenges, players learn and adopt cultural models of behavior that are consistent with their character's goals and authentic to the specific game world [1]. However, in order for this situated learning paradigm to occur, the player must first understand the context of the environment in which he is placed. Video games often employ narratives to convey this needed context. Such narratives serve to inform the player of the dramatic, historical events that comprise the back-story of the game, or to further the story during game-play after significant events occur. For educational video games, narrative can play an additional role - that of serving as a potential cognitive aid that players can use to tie the events and character interactions of the game (both temporally and spatially) to specific, educational constructs presented in the game [2]. The means through which narrative is incorporated into games, however, is a hotly debated topic among game scholars [3, 4]. At issue is whether game narratives should be coerced to follow embedded, pre-scripted stories, or whether the narratives should emerge un-scripted as an outcome of the player's actions. Narratologists tend to favor embedded narrative in video games, regarding them as synergistic with the overall game-playing experience. In contrast, ludologists tend to oppose the embedding of narrative into games as a means of telling stories. They argue that narrative in video games should be emergent in nature, arising out of the action of game-play rather than being determined ahead of time.
机译:在许多方面,视频游戏 - 特别是那些动作/冒险类型的运动 - 是与位于学习环境相似的。通过体现面对各种身体,社会和智力挑战的游戏角色,玩家学习并采用与他们的角色的目标和真实的游戏世界正实的行为的文化模型[1]。但是,为了使这个位于学习范例发生,玩家必须首先了解他所放置的环境的背景。视频游戏经常使用叙述来传达这种所需的背景。这样的叙述有助于通知球员戏剧,包括游戏背面的戏剧性历史事件,或者在发生重大事件发生后在游戏期间进一步故事。对于教育视频游戏,叙述可以发挥额外的作用 - 作为潜在的认知助剂,玩家可以用来将游戏的事件和字符交互与游戏中呈现的特定的教育构造联系起来[ 2]。然而,叙述被融入游戏中的手段是游戏学者中的一个热门辩论的话题[3,4]。在问题上是游戏叙述是否应该被迫遵循嵌入式,预先统治的故事,或者叙述是否应该出现未纯粹的脚本作为球员行动的结果。叙事学家倾向于赞成视频游戏中的嵌入式叙述,与整体游戏体验一样协同。相比之下,诉讼学家倾向于反对叙述嵌入游戏作为讲故事的手段。他们认为视频游戏中的叙述应该在自然界中出现,引起了游戏的动作,而不是提前确定。

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