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Immersion, Narrative, and Replayability as the Motivational and Attractiveness Factors in Serious Games

Immersion, Narrative, and Replayability as the Motivational and Attractiveness Factors in Serious Games

Pollyana Notargiacomo Mustaro, Raphael Leal Mendonça
ISBN13: 9781466601499|ISBN10: 1466601493|EISBN13: 9781466601505
DOI: 10.4018/978-1-4666-0149-9.ch051
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MLA

Mustaro, Pollyana Notargiacomo, and Raphael Leal Mendonça. "Immersion, Narrative, and Replayability as the Motivational and Attractiveness Factors in Serious Games." Handbook of Research on Serious Games as Educational, Business and Research Tools, edited by Maria Manuela Cruz-Cunha, IGI Global, 2012, pp. 991-1008. https://doi.org/10.4018/978-1-4666-0149-9.ch051

APA

Mustaro, P. N. & Mendonça, R. L. (2012). Immersion, Narrative, and Replayability as the Motivational and Attractiveness Factors in Serious Games. In M. Cruz-Cunha (Ed.), Handbook of Research on Serious Games as Educational, Business and Research Tools (pp. 991-1008). IGI Global. https://doi.org/10.4018/978-1-4666-0149-9.ch051

Chicago

Mustaro, Pollyana Notargiacomo, and Raphael Leal Mendonça. "Immersion, Narrative, and Replayability as the Motivational and Attractiveness Factors in Serious Games." In Handbook of Research on Serious Games as Educational, Business and Research Tools, edited by Maria Manuela Cruz-Cunha, 991-1008. Hershey, PA: IGI Global, 2012. https://doi.org/10.4018/978-1-4666-0149-9.ch051

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Abstract

Serious games, electronic games whose purpose is work educational elements, often do not reach this goal because by being included the content and teaching strategies, the fun’s dimension and motivation to interact are reduced. In this sense, this chapter presents a proposal for the use of immersion, narrative, and replayability as devices to make serious games more attractive to the student in general. These three elements are explored theoretically and then analyzed and aligned with proposals for instructional design and learning theories. As a result, a development proposal for Serious Game Development Document (SGDD) and a rubric for evaluation of use are presented. With this, it is expected to contribute and assist not only with development, but also with in the analysis of serious games.

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