Sökning: WFRF:(Engström Henrik) >
Developing the Game...
Developing the Game Testament : Multiple Perspectives in Serious Game Development
-
- Ambring, Erik (författare)
- Immersive Learning Gothia Science Park, Kaplansgatan 18, 54134 Skövde, Sweden
-
- Dahlin, Carl-Johan (författare)
- Immersive Learning Gothia Science Park, Kaplansgatan 18, 54134 Skövde, Sweden
-
- Sjöstrand, Erik (författare)
- Immersive Learning Gothia Science Park, Kaplansgatan 18, 54134 Skövde, Sweden
-
visa fler...
-
- Håkansson, Peter (författare)
- Tidaholms församling, Church of Sweden, Box 93, Norra kungsv. 6, 52222 Tidaholm, Sweden
-
- Engström, Henrik, 1968- (författare)
- Högskolan i Skövde,Institutionen för kommunikation och information,Forskningscentrum för Virtuella system
-
visa färre...
-
Immersive Learning Gothia Science Park, Kaplansgatan 18, 54134 Skövde, Sweden Tidaholms församling, Church of Sweden, Box 93, Norra kungsv 6, 52222 Tidaholm, Sweden (creator_code:org_t)
- IADIS Press, 2010
- 2010
- Engelska.
-
Ingår i: Proceedings of the IADIS International Conference on Game and Entertainment Technologies. - : IADIS Press. - 9789728939182 ; , s. 35-44
- Relaterad länk:
-
http://www.iadisport...
-
visa fler...
-
https://urn.kb.se/re...
-
visa färre...
Abstract
Ämnesord
Stäng
- This article presents the process of creating the game Testament; an action role-playing game for PC which uses the Old Testament as its setting. The game is primarily designed for confirmation education in the Church of Sweden, with the purpose to create interest in the Old Testament. In this paper we describe our experiences with the process of creating a game where the work has been guided by three, in some cases, contradictory goals: the educational value, the source authenticity and the gaming entertainment. Our conclusion is that clear requirements for the entertainment must be created as a counterweight to the practical aspects' requirements, e.g. education and authenticity. To create requirements for game experience, it can be useful to identify a game genre and find a game that can serve as a template. One consequence of the fact that a specific goal for entertainment and a very clear requirement on content existed was that a number of fundamental contradictions could be identified (e.g. narrative, game mechanics, adaptation). When these inconsistencies were encountered, a suitable approach could be chosen in order to reach a compromise. If an existing game used as a reference wasn't available, it is likely that the entertainment would have suffered for the benefit of the educational aspects and biblical authenticity.
Ämnesord
- NATURVETENSKAP -- Data- och informationsvetenskap (hsv//swe)
- NATURAL SCIENCES -- Computer and Information Sciences (hsv//eng)
Nyckelord
- Serious games development
- game design
- adaptation
- the Bible
- Technology
- Teknik
Publikations- och innehållstyp
- ref (ämneskategori)
- kon (ämneskategori)
Hitta via bibliotek
Till lärosätets databas