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

4 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 publicationGrid and Pervasive Computing - 8th International Conference, GPC 2013 and Colocated Workshops, Proceedings
Pages234-243
Number of pages10
DOIs
Publication statusPublished - 2013 Sep 9
Event8th International Conference on Grid and Pervasive Computing, GPC 2013 - Seoul, Korea, Republic of
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)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference8th International Conference on Grid and Pervasive Computing, GPC 2013
CountryKorea, Republic of
CitySeoul
Period13/5/913/5/11

Keywords

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

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

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  • Cite this

    Salazar, F. L., Nakajima, T., & Alexandrova, T. (2013). Visual novels: An methodology guideline for pervasive educational games that favors discernment. In Grid and Pervasive Computing - 8th International Conference, GPC 2013 and Colocated Workshops, Proceedings (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