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dc.contributor.authorØygardslia, Kristine
dc.contributor.authorWeitze, Charlotte Lærke
dc.contributor.authorShin, Juhyung
dc.date.accessioned2021-03-18T09:29:24Z
dc.date.available2021-03-18T09:29:24Z
dc.date.created2020-04-14T15:20:09Z
dc.date.issued2020
dc.identifier.citationReplaying Japan. 2020, 2 123-134.en_US
dc.identifier.issn2433-8060
dc.identifier.urihttps://hdl.handle.net/11250/2734089
dc.description.abstractDespite the increasing interest in computer games for educational purposes, there are genres with untapped potential for teaching, such as narratively driven, Japanese-style visual novel games, which is the focus of the present article. The aim is to set design principles for educators attempting to create visual novel games for their teaching purposes, by exploring the research question ‘What is the educational potential of visual novel game narratives, and how can this be translated into game design principles for educators?’ We explored the possibility of creating learning opportunities inside games by utilizing learning design theory and learning theory principles, as well as concepts related to learning, identity and narratives. Next, we conducted close readings of popular Japanese visual novel games localized for English-speaking audiences, and used examples from these games to elaborate on the principles. By combining the findings from both steps, we have proposed the following design principles: (1) Easy access to educational subject matter, (2) Exemplification of topics and ‘defamiliarization’ of the familiar, (3) Creation of well-developed characters that promote identification, (4) Use of branching narratives that are interesting for learners, (5) Use of a structured and creative design for learning, (6) Clear goals and strategies for assessment.en_US
dc.language.isoengen_US
dc.publisherRitsumeikan Center for Game Studies (RCGS), Ritsumeikan Universityen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.no*
dc.titleThe Educational Potential of Visual Novel Games: Principles for Designen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.source.pagenumber123-134en_US
dc.source.volume2en_US
dc.source.journalReplaying Japanen_US
dc.identifier.doi10.34382/00013369
dc.identifier.cristin1806191
cristin.ispublishedtrue
cristin.fulltextoriginal


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Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal
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