Guidelines for ludonarrative conversion : a case study for a children's book converted to a game
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Lusofona University
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Video games are a way to help children improve their communication and collaboration skills as well as engage them in the world of their favorite book characters. This paper explains the unique features of books and games, and how interactivity can enhance the reader experience in the game world. It then goes on to explain various design considerations for children, including age ratings and designs for screen time recommendations. Further, game mechanics are paired with Erickson’s stages of development to facilitate optimal design in various age group. Finally, a development framework is presented, and a case study features a prototype design which displays these principles in a real-world setting.
Video games are a way to help children improve their communication and collaboration skills as well as engage them in the world of their favorite book characters. This paper explains the unique features of books and games, and how interactivity can enhance the reader experience in the game world. It then goes on to explain various design considerations for children, including age ratings and designs for screen time recommendations. Further, game mechanics are paired with Erickson’s stages of development to facilitate optimal design in various age group. Finally, a development framework is presented, and a case study features a prototype design which displays these principles in a real-world setting. Keywords: play, games, books, children’s literature, children’s video games, narratology, ludology, ludonarrative
Video games are a way to help children improve their communication and collaboration skills as well as engage them in the world of their favorite book characters. This paper explains the unique features of books and games, and how interactivity can enhance the reader experience in the game world. It then goes on to explain various design considerations for children, including age ratings and designs for screen time recommendations. Further, game mechanics are paired with Erickson’s stages of development to facilitate optimal design in various age group. Finally, a development framework is presented, and a case study features a prototype design which displays these principles in a real-world setting. Keywords: play, games, books, children’s literature, children’s video games, narratology, ludology, ludonarrative
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Starks, K 2023, 'Guidelines for ludonarrative conversion : a case study for a children's book converted to a game', International Journal of Games and Social Impact, vol. 1, no. 2, pp. 119-139. https://doi.org/10.24140/ijgsi.v1.n2.06