Guidelines for ludonarrative conversion : a case study for a children's book converted to a game

dc.contributor.authorStarks, Katryna
dc.contributor.institutionEscola de Comunicação, Arquitetura, Artes e Tecnologias da Informação
dc.date.issued2023
dc.descriptionInternational Journal of Games and Social Impact
dc.description.abstractVideo 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.pt
dc.description.statusNon peer reviewed
dc.formatapplication/pdf
dc.identifier.citationStarks , 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 .
dc.identifier.issn2975-8386
dc.language.isoeng
dc.publisherLusofona University
dc.relation.ispartofInternational Journal of Games and Social Impact
dc.rightsopenAccess
dc.subjectAUDIOVISUAL
dc.subjectJOGOS
dc.subjectGAMES
dc.subjectJOGOS DE TABULEIRO
dc.subjectESTIMULAÇÃO COGNITIVA
dc.subjectJOGOS LÚDICOS
dc.subjectATIVIDADES LÚDICAS
dc.subjectIMPACTO SOCIAL
dc.subjectLIVROS INFANTIS
dc.subjectNARRATOLOGIA
dc.subjectBOARD GAMES
dc.subjectCOGNITIVE STIMULATION
dc.subjectRECREATIONAL GAMES
dc.subjectRECREATIONAL ACTIVITIES
dc.subjectSOCIAL IMPACT
dc.subjectCHILDREN' BOOKS
dc.subjectNARRATOLOGY
dc.titleGuidelines for ludonarrative conversion : a case study for a children's book converted to a gameen

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