Visual novels

An methodology guideline for pervasive educational games that favors discernment

Francisco Lepe Salazar, Tatsuo Nakajima, Todorka Alexandrova

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    3 Citations (Scopus)

    Abstract

    Current educational games vary in how they present content, how they evaluate recently learned topics, and how student-teacher interaction is mediated. And while some treat educational games as an extra tool, others as virtual environments for practice, and some others as a replacement of the teacher, the areas of knowledge these are best suited for are usually abstract and technical. We present a method adapted from Visual Novels (VN), a sub-genre of Adventure Games born in Japan, that makes use of attractive characters, narrative engagement, puzzles and other interactive features to maintain user interest while submerging players in complex stories. With this our approach we are able to teach theoretical topics through discernment in multiple game scenarios, increasing knowledge and maintaining entertainment value. We show our results from experiments with a VN for Smart Pads we developed with Participatory Design, discuss our findings, limitations and talk about our future work.

    Original languageEnglish
    Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Pages234-243
    Number of pages10
    Volume7861 LNCS
    DOIs
    Publication statusPublished - 2013
    Event8th International Conference on Grid and Pervasive Computing, GPC 2013 - Seoul
    Duration: 2013 May 92013 May 11

    Publication series

    NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Volume7861 LNCS
    ISSN (Print)03029743
    ISSN (Electronic)16113349

    Other

    Other8th International Conference on Grid and Pervasive Computing, GPC 2013
    CitySeoul
    Period13/5/913/5/11

    Fingerprint

    Educational Games
    Virtual reality
    Participatory Design
    Game
    Students
    Methodology
    Virtual Environments
    Japan
    Replacement
    Experiments
    Vary
    Scenarios
    Evaluate
    Interaction
    Experiment
    Narrative
    Vision
    Knowledge
    Teaching
    Character

    Keywords

    • Adventure Games
    • Educational Games
    • Game Scenarios
    • Participatory Design
    • Pervasive Games
    • Visual Novels

    ASJC Scopus subject areas

    • Computer Science(all)
    • Theoretical Computer Science

    Cite this

    Salazar, F. L., Nakajima, T., & Alexandrova, T. (2013). Visual novels: An methodology guideline for pervasive educational games that favors discernment. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 7861 LNCS, pp. 234-243). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 7861 LNCS). https://doi.org/10.1007/978-3-642-38027-3_25

    Visual novels : An methodology guideline for pervasive educational games that favors discernment. / Salazar, Francisco Lepe; Nakajima, Tatsuo; Alexandrova, Todorka.

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 7861 LNCS 2013. p. 234-243 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 7861 LNCS).

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Salazar, FL, Nakajima, T & Alexandrova, T 2013, Visual novels: An methodology guideline for pervasive educational games that favors discernment. in Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). vol. 7861 LNCS, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 7861 LNCS, pp. 234-243, 8th International Conference on Grid and Pervasive Computing, GPC 2013, Seoul, 13/5/9. https://doi.org/10.1007/978-3-642-38027-3_25
    Salazar FL, Nakajima T, Alexandrova T. Visual novels: An methodology guideline for pervasive educational games that favors discernment. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 7861 LNCS. 2013. p. 234-243. (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)). https://doi.org/10.1007/978-3-642-38027-3_25
    Salazar, Francisco Lepe ; Nakajima, Tatsuo ; Alexandrova, Todorka. / Visual novels : An methodology guideline for pervasive educational games that favors discernment. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 7861 LNCS 2013. pp. 234-243 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)).
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