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Volumn , Issue , 2010, Pages 19-24

A narrative-driven design approach for casual games with children

Author keywords

Children; Informant design; Narrative game design

Indexed keywords

CHILDREN; DESIGN APPROACHES; GAME DESIGN; INFORMANT DESIGN; MOBILE PHONE GAMES; USER TESTING;

EID: 77956292701     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/1836135.1836138     Document Type: Conference Paper
Times cited : (15)

References (23)
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    • ALLMER, M. 2009. The 13 basic principles of gameplay design. Retrieved 2010-1-15 from Gamasutra at http://www.gamasutra.com/view/feature/3949/the-13- basic-principles-of-.php?page=4
    • (2009) The 13 Basic Principles of Gameplay Design
    • Allmer, M.1
  • 4
    • 84954888738 scopus 로고
    • Early literacy: Linkages between home, school, and literacy achievement at age five
    • DICKENSON, D., AND TABORS, P. 1991. Early literacy: Linkages between home, school, and literacy achievement at age five. Journal of Research in Childhood Education, 6, 30-46.
    • (1991) Journal of Research in Childhood Education , vol.6 , pp. 30-46
    • Dickenson, D.1    Tabors, P.2
  • 6
    • 0036079282 scopus 로고    scopus 로고
    • The role of children in the design of new technology
    • DRUIN, A. 2002. The role of children in the design of new technology. Behaviour and Information Technology (BIT), 21,1, 1-25.
    • (2002) Behaviour and Information Technology (BIT) , vol.21 , Issue.1 , pp. 1-25
    • Druin, A.1
  • 11
    • 27644584751 scopus 로고    scopus 로고
    • Exploring children's views through focus groups
    • Green, S.M. & Hogan, D.M. (Eds), SAGA
    • HENNESY, E. AND HEARY, C. 2004. Exploring children's views through focus groups, In: Green, S.M. & Hogan, D.M. (Eds). Researching Children's Experiences: Approaches and Methods, SAGA, 13, 236-252.
    • (2004) Researching Children's Experiences: Approaches and Methods , vol.13 , pp. 236-252
    • Hennesy, E.1    Heary, C.2
  • 13
    • 84885191780 scopus 로고    scopus 로고
    • Story and narrative structures in computer games
    • (ed. Bushof, B.), High Text Verlag: München
    • LINDLEY, A. 2005. Story and narrative structures in computer games. In Developing interactive narrative Content (ed. Bushof, B.), High Text Verlag: München.
    • (2005) Developing Interactive Narrative Content
    • Lindley, A.1
  • 15
    • 77956270288 scopus 로고    scopus 로고
    • Children's involvement in the design of gamebased learning environments: Cases Talarius and Virtual Peatland
    • Kankaanranta M. & Neittaanmaki, P. (Eds.), Netherlands: Springer
    • NOUSIAINEN, T. 2009. Children's involvement in the design of gamebased learning environments: Cases Talarius and Virtual Peatland. In Kankaanranta, M. & Neittaanmaki, P. (Eds.), Design and Use of Serious Game, Netherlands: Springer, 49-66.
    • (2009) Design and Use of Serious Game , pp. 49-66
    • Nousiainen, T.1
  • 20
    • 0002265243 scopus 로고    scopus 로고
    • Kids as Informants: Telling us what we didn't know or confirming what we knew already
    • Druin, A. (Ed.), San Francisco, CA: Morgan Kaufmann
    • SCAIFE, M. AND ROGERS, Y. 1999. Kids as Informants: Telling us what we didn't know or confirming what we knew already. In Druin, A. (Ed.), The design of children's technology, San Francisco, CA: Morgan Kaufmann, 27-50
    • (1999) The Design of Children's Technology , pp. 27-50
    • Scaife, M.1    Rogers, Y.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.