Skip to main content
Log in

Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments

  • Published:
Educational Technology Research and Development Aims and scope Submit manuscript

Abstract

The purpose of this conceptual analysis is to investigate how contemporary video and computer games might inform instructional design by looking at how narrative devices and techniques support problem solving within complex, multimodal environments. Specifically, this analysis presents a brief overview of game genres and the role of narrative in popular adventure game design, along with an analysis of how narrative supports problem solving in adventure games. Additionally, an analysis of the underlying structure used in game design for developing narratives is presented along with design heuristics for constructing narratives for educational purposes.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Institutional subscriptions

Similar content being viewed by others

References

  • Aarseth, E. J. (1997). Cybertext: Perspectives on ergodic literature. London: John Hopkins University Press.

    Google Scholar 

  • Adams, E. (2003). Defining the physical dimension of a game setting. Gamasutra, 04.30.03. Retrieved on September 3, 2004, from http://www.gamasutra.com/fea-tures/2003/0430/adams_ol.shtml.

  • Barthes, R. (1975). The pleasure of the text. New York: Noonday Press.

    Google Scholar 

  • Bowman, R. F. (1982). A “Pac-Man” theory of motivation: Tactile implications for classroom instruction. Educational Technology, 22(9), 14–17.

    Google Scholar 

  • Bruner, J. (1990). Acts of meaning. Cambridge, MA: Harvard University Press.

    Google Scholar 

  • Campbell, J. (1973). The hero with a thousand faces. Princeton, NJ: Princeton University Press.

    Google Scholar 

  • Conle, C. (2003). An anatomy of narrative curricula. Educational Researcher, 32 (3), 3–15.

    Google Scholar 

  • Crawford, C. (2003). Chris Crawford on game design. Indianapolis, IN: New Riders Publishing.

    Google Scholar 

  • Csikszentmihalyi, M., & Lawson, R. (1980). Intrinsic rewards in school crime. In M. Ver-ble (Ed.), Dealing in discipline. Omaha: University of Mid-America.

    Google Scholar 

  • Dickey, M. D. (2003). An investigation of computer gaming strategies for Engaged Learning. Paper presented at the annual meeting of the American Educational Research Association. Chicago, IL.

  • Dickey, M. D. (in press). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research & Development.

  • Dodge, B. J. (1995). WebQuests: A structure for active learning on the World Wide Web. The Distance Educator, 1(2).

  • Duffy, T. M., & Cunningham, D. J. (1996). Constructivism: Implications for the design and delivery of instruction. In D. H. Jonassen (Ed.), Handbook of research for educational communications and technology.(pp. 170–198). New York: Macmillan.

    Google Scholar 

  • Dunniway, T. (2000). Using the hero’s journey in games. Gamasutra 11.27.00 Retrieved on September 20, 2004 from http://www.gamasutra.com/features/20001127.htm/dunniway_01.htm

  • Egan, K. (1988). Teaching as storytelling: An alternative approach to teaching and curriculum in the elementary school. London: Althouse Press.

    Google Scholar 

  • Eisner, E. W. (1998). The enlightened eye: Qualitative inquiry and the enhancement of educational practice. New Jersey: Prentice Hall.

    Google Scholar 

  • Freeman, D. (2003). Creating emotion in games. Indianapolis, IN: New Riders.

    Google Scholar 

  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave.

    Google Scholar 

  • Hafner, K., & Lyon, M. (1996). Where the wizards stay up late: The origins of the Internet. NY: Simon & Schuster, (pp. 206–208).

    Google Scholar 

  • Halliwell, S. (1987). The poetics of Aristotle. Chapel Hill, NC: The University of North Carolina Press.

    Google Scholar 

  • Hancock, H. (2002). Better game design through cutscenes. Gamasutra. 04.02.02. Retrieved on November 4, 2004 from http://www.gamasutra.com/fea-tures/20020401/hancock_01.htm

  • Hannafin, M. J., Hall, C. Land, S., & Hill, J. (1994) Learning in open environments: Assumptions, methods, and implications. Educational Technology 34(8) 48–55.

    Google Scholar 

  • Hannafin, M. J., & Land, S. (1997). The foundations and assumptions of technology-enhanced, student-centered learning environments. Instructional Science, 25, 167–202.

    Article  Google Scholar 

  • Hannafin, M. J., Land, S., & Oliver, K. (1999). Open learning environments: Foundations, methods, and models. In C. M. Reigeluth (Ed.), Instructional-design theories and models: A new paradigm of instructional theory. Vol. II. (pp. 115–140). Hillsdale, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Jakobsson, M., & Taylor, T. L. (2003). The Sopranos meets Everquest: Social networking in massively multiuser networking games. MelbourneDAC, the 5th International Digital Arts and Culture Conference. Melbourne, Australia.

  • Johnson, D. W., & Johnson, R. T. (1996). Cooperation and the use of technology. In D. Jonassen (Ed), Handbook of research for educational communications and technology, (pp. 1017–1044). New York: Macmillan.

    Google Scholar 

  • Jonassen, D. (1999). Designing constructivist learning environments. In C. M. Reigeluth (Ed.), Instructional-design theories and models: A new paradigm of instructional theory. Vol. II. (pp. 215–240). Hillsdale, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Jung, C. G. (1953). The collected works of C. G. Jung. H. Read, M. Fordham, & G. Adler (Eds.). NY: Pantheon Books.

  • Land, S. M., & Hannafin, M. J., (1996). A conceptual framework for the development of theories-in-action with open-ended learning environments. Educational Technology Research & Development, 44(3), 37–53.

    Article  Google Scholar 

  • Land, S. M., & Hannafin, M. J. (1997). Patterns of understanding with open-ended learning environments: A qualitative study. Educational Technology Research & Development, 45(2), 47–73.

    Article  Google Scholar 

  • Laurillard, D. (1998). Multimedia and the learner’s experience of narrative. Computers in Education, 31, 229–243.

    Article  Google Scholar 

  • Levy, S. (1984). Hackers: Heroes of the computer revolution, (pp. 104—141). Penguin Books: NY.

    Google Scholar 

  • Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science 4, 333–369.

    Google Scholar 

  • McLellan, H. (1993). Hypertextual tales: Story models for hypertext design. Journal of Educational Multimedia and Hypermedia, 2, 239–260.

    Google Scholar 

  • Onder, B. (2002). Storytelling in level-based game design. In F. D. Laramee (Ed.), Game design perspectives, (pp. 273–277). Hingham, MA: Charles River Media.

    Google Scholar 

  • Polkinghorne, D. E. (1988). Narrative knowing and the human sciences. Albany: State University of New York Press.

    Google Scholar 

  • Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.

    Google Scholar 

  • Provenzo, E. F. (1991). Video kids: Making sense of Nintendo. Cambridge, MA: Harvard University Press.

    Google Scholar 

  • Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43–58.

    Article  Google Scholar 

  • Robinson, J. A., & Hawpe, L. (1986). Narrative thinking as a heuristic process. In T. R. Sarbin (Ed.), Narrative psychology: The storied nature of human conduct, (pp. 3–21). New York: Praeger.

    Google Scholar 

  • Rollings, A., & Adams, E. (2003). Game design. Indianapolis, IN: New Riders.

    Google Scholar 

  • Schank, R. C, Berman, T. R., & Macpherson, K. A. (1999). Learning by doing. In C. M. Reigeluth (Ed.), Instructional-design theories and models: A new paradigm of instructional theory. Vol. II. (pp. 161–182). Hillsdale, NJ: Lawrence Erlbaum Associates.

  • Schank, R. C., Fano, A., Bell, B., & Jona, M. (1993). The design of goal-based scenarios. The Journal of the Learning Sciences 3(4), 305–345.

    Google Scholar 

  • Scholes, R. E., & Kellogg, R. (1966). The nature of narrative. New York: Oxford University Press.

    Google Scholar 

  • Sikora, D. (2002). Storytelling in computer games. In F. D. Laramée (Ed.) Game design perspectives, (pp. 273–277). Hingham, MA: Charles River Media.

  • Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming (2) 1. Retrieved August 2, 2004 from http://cms.mit.edu/games/educa-tion/pubs/IJIS.doc

  • Vogler, C. (1998). The writer’s journey: Mythic structures for writers. Studio City, CA: Michael Wiese Productions.

    Google Scholar 

  • Weller, M. (2000). The use of narrative to provide a cohesive structure for a Web-base computing course. Journal of Interactive Media in Education. 2000(1) Retrieved on August 14, 2004 from http://www-jime.open.ac.uk/00/1

  • Winn, W. (2002). Current trends in educational technology research: The study of learning environments. Educational Psychology Review, 14(3), 331–351.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Michele D. Dickey.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Dickey, M.D. Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments. EDUCATION TECH RESEARCH DEV 54, 245–263 (2006). https://doi.org/10.1007/s11423-006-8806-y

Download citation

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11423-006-8806-y

Keywords

Navigation