What is it about?

The paper describes how the game design and development of an Educational Environmental Narrative Videogame can be optimised and simplified and it discusses cognitive and learning approaches and tools for immersive games, including the creation of hierarchical story structure (following a Story Grammar theory), mapping the narrative on the gameplay, connecting story and gameplay with historical sources . The case study of ad adventure in the Forum of Augustus in Rome (A Night in the Forum) for Playstation VR is presented.

Featured Image

Why is it important?

Through the adopted approach, it was possible to reduce by 70% time and costs of digital assets production and strengthen the co-creation among professionals in Cultural Heritage, Digital Heritage and game development

Perspectives

I wish the experience described could be applied in other contexts. I am also further analyzing factual knowledge acquisition on players.

Sofia Pescarin
Consiglio Nazionale delle Ricerche

Read the Original

This page is a summary of: Optimising Environmental Educational Narrative Videogames, Journal on Computing and Cultural Heritage, December 2020, ACM (Association for Computing Machinery),
DOI: 10.1145/3424952.
You can read the full text:

Read

Resources

Contributors

The following have contributed to this page