Immersion, narrative, and replayability as the motivational and attractiveness factors in serious games

dc.contributor.authorMustaro P.N.
dc.contributor.authorMendonca R.L.
dc.date.accessioned2024-03-13T01:06:34Z
dc.date.available2024-03-13T01:06:34Z
dc.date.issued2012
dc.description.abstractSerious games, electronic games whose purpose is to work educational elements, often do not reach this goal because by being included the content and teaching strategies, the fun's dimension and motivation to interact are reduced. In this sense, this chapter presents a proposal for the use of immersion, narrative, and replayability as devices to make serious games more attractive to the student in general. These three elements are explored theoretically and then analyzed and aligned with proposals for instructional design and learning theories. As a result, a development proposal for Serious Game Development Document (SGDD) and a rubric for evaluation of use are presented. With this, it is expected to contribute and assist not only with development, but also with in the analysis of serious games. © 2012, IGI Global.
dc.description.firstpage991
dc.description.lastpage1008
dc.identifier.doi10.4018/978-1-4666-0149-9.ch051
dc.identifier.urihttps://dspace.mackenzie.br/handle/10899/36723
dc.relation.ispartofHandbook of Research on Serious Games as Educational, Business and Research Tools
dc.rightsAcesso Restrito
dc.titleImmersion, narrative, and replayability as the motivational and attractiveness factors in serious games
dc.typeCapítulo de livro
local.scopus.citations4
local.scopus.eid2-s2.0-84898573884
local.scopus.updated2024-05-01
local.scopus.urlhttps://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=84898573884&origin=inward
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