Supporting Narrative Design in Video Games: Proposal and Case Study with an Educational Video Game.

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Bibliographic Details
Title: Supporting Narrative Design in Video Games: Proposal and Case Study with an Educational Video Game.
Authors: Gutiérrez, Francisco L. (AUTHOR), Medina-Medina, Nuria (AUTHOR), Gallardo, Jesús (AUTHOR), Paderewski, Patricia (AUTHOR), Cerezo, Eva (AUTHOR)
Source: International Journal of Human-Computer Interaction. Sep2025, Vol. 41 Issue 17, p10996-11020. 25p.
Subjects: Video game design, Educational games, Narration, Digital storytelling, Video games, User experience, Reading comprehension, Empirical research
Abstract: Among the elements to consider when designing a video game, narrative stands out due to its importance in contextualizing and motivating. However, there are no standard processes for creating interactive digital narratives. In educational video games, a suitable narrative is even more essential to captivate players with a story, which serves as a vehicle for transmitting and evaluating knowledge. Consequently, this article proposes a narrative design process for video games, developed for general application but particularly useful for educational games. It defines a narrative structure, a set of design steps, and the documents generated during the process, each one representing a different perspective of the game's narrative. To validate the proposal, a narrative-rich game called Time Invaders was designed to teach reading comprehension. It was tested with 237 school-age children, measuring their experience and satisfaction. The study revealed that the narrative was the most valued element of the game. [ABSTRACT FROM AUTHOR]
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Database: Psychology and Behavioral Sciences Collection
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Abstract:Among the elements to consider when designing a video game, narrative stands out due to its importance in contextualizing and motivating. However, there are no standard processes for creating interactive digital narratives. In educational video games, a suitable narrative is even more essential to captivate players with a story, which serves as a vehicle for transmitting and evaluating knowledge. Consequently, this article proposes a narrative design process for video games, developed for general application but particularly useful for educational games. It defines a narrative structure, a set of design steps, and the documents generated during the process, each one representing a different perspective of the game's narrative. To validate the proposal, a narrative-rich game called Time Invaders was designed to teach reading comprehension. It was tested with 237 school-age children, measuring their experience and satisfaction. The study revealed that the narrative was the most valued element of the game. [ABSTRACT FROM AUTHOR]
ISSN:10447318
DOI:10.1080/10447318.2024.2440143