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Effective Utilization of Narratives in Edu-games

  • Informatization Policy
  • Abbr : 정보화정책
  • 2006, 13(1), pp.64-79
  • Publisher : NIA
  • Research Area : Social Science > Public Policy

Ryu, SeoungHo 1 Eui Jun Jeong 2

1강원대학교
2미시간주립대

Accredited

ABSTRACT

This study defines narratives as significant factors for adding fun and enabling immersion in computer games and discusses the utility of effective narratives, particularly in educational games. It also examines the characteristics and application cases of three different types of games - diversified, networked, and congregated - as well as their narratives classified by their educational effects, and compares their strengths and weaknesses. Such examination and comparison find that the major deficiencies in utilizing narratives in current educational games are related to i) close connection between narratives and educational contents; ii) compatibility between games genre and the contents; and iii) amount of educational contents within games. Considering the deficiencies, a more effective method of narratives application can be proposed.

Citation status

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