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Wyświetlanie 1-2 z 2
Tytuł:
The Development of Ethical Education through Digital Games: The Butterfly Effect Implementation
Autorzy:
Magová, Lenka
Powiązania:
https://bibliotekanauki.pl/articles/485105.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
butterfly effect
decision-making
Detroit: Become Human
digital games
dilemmas
ethical education
game-based learning
storytelling
Opis:
The demands of educational practice are changing alongside our dynamically changing society. It is, therefore, necessary to purposefully and systematically seek ways to motivate, teach, and develop independent thinking among learners. This theoretical study aims to identify and characterize the essential assumptions and reasons for the implementation of digital games into ethical education classes. The fundamental premise is the thematic variability of game narratives, and a fulfillment of the experience attributes through the interactivity both in terms of the direct interactivity of the learner and the medium and in the subsequent discussion as a part of value reflection. Attention is focused on the process of ethical decision-making, ethical dilemmas, and problems that can be identified in many digital games containing at least a basic narrative structure. Interactive narration includes, besides the story itself, the influence of the participant on the further direction of the storyline, allowing players to see the consequences of their individual decisions within simulated situations. The study explores a game principle – the butterfly effect – in the context of ethical decision-making in particular through the game Detroit: Become Human, as well as demonstrates its usability within ethical education classes.
Źródło:
Acta Ludologica; 2020, 3, 1; 32-45
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
I Passed Away, but I Can Live Again: The Narrative Contextualization of Death in Dead Cells and Sekiro: Shadows Die Twice
Autorzy:
Genovesi, Matteo
Powiązania:
https://bibliotekanauki.pl/articles/2150911.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
death
death in Dead Cells
digital games
emerging elements
environmental storytelling
failure
hidden fragments
Sekiro: Shadows Die Twice
Opis:
In digital games, the player’s activity often includes a necessary repetition to achieve an appropriate knowledge of the game’s mechanics and dynamics. This process can involve various failures of the player. Even if a digital game can be theoretically completed without failures, the player must practically learn from every mistake, which often corresponds to the death of the main character. Every avatar constantly lives in a vulnerable existence that includes its death during the gameplay. If a character can be vulnerable, the player can be inadequate, but digital games always provide a chance of redemption, and a failure becomes a necessary step on the path to further growth. On the basis of various Italian and other international scientific contributions on the themes of failure and death in digital games, the following essay will analyse two different case studies: Dead Cells and Sekiro: Shadows Die Twice. In these titles, death is not only a necessary part of the gameplay, but it also becomes a focal concept of the storytelling thanks to two different principles which will underline specific modes to emphasize the narrative importance of death and failure in the digital game medium.
Źródło:
Acta Ludologica; 2021, 4, 2; 32-41
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-2 z 2

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