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Volumn 2, Issue , 2014, Pages 705-713

A method to analyze efficiency of the story as a motivational element in video games

Author keywords

Educational video games; Narrative; Story analysis; Storytelling

Indexed keywords

DESIGN; EFFICIENCY; FUNCTION EVALUATION; INTERACTIVE COMPUTER GRAPHICS; MOTIVATION; PRODUCT DESIGN;

EID: 84923595207     PISSN: 20490992     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (6)

References (13)
  • 1
    • 84893871935 scopus 로고    scopus 로고
    • August 30th, (Belinkie, 2011)
    • (Belinkie, 2011) Belinkie, M. "The Video Game Plot Scale", [online]. August 30th, 2011. Available on the Web: http://www.overthinkingit.com/2011/08/30/video-game-plot-scale/.
    • (2011) 'The Video Game Plot Scale'
    • Belinkie, M.1
  • 2
    • 78650019210 scopus 로고    scopus 로고
    • Modeling of interactive storytelling and validation of scenario by means of linear logic
    • Springer Berlin Heidelberg.
    • Dang, K. D., Champagnat, R., & Augeraud, M. (2010). Modeling of interactive storytelling and validation of scenario by means of linear logic. In Interactive Storytelling (pp. 153-164). Springer Berlin Heidelberg.
    • (2010) Interactive Storytelling , pp. 153-164
    • Dang, K.D.1    Champagnat, R.2    Augeraud, M.3
  • 6
    • 84923609329 scopus 로고    scopus 로고
    • Exploring the Boundaries of Narrative: Video Games in the English Classroom
    • Ostenson, J. (2013). Exploring the Boundaries of Narrative: Video Games in the English Classroom. English Journal 102.6 (2013): 71-78.
    • (2013) English Journal 102.6 , Issue.2013 , pp. 71-78
    • Ostenson, J.1
  • 10
    • 33745863947 scopus 로고
    • The Ins & Outs of Non-Linear Storytelling
    • Pearce, C. (1994). The Ins & Outs of Non-Linear Storytelling. SIGGRAPH Comput. Graph., 28, 100-101.
    • (1994) SIGGRAPH Comput. Graph , vol.28 , pp. 100-101
    • Pearce, C.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.