Game Design as Narrative Architecture
By Henry Jenkins. 2003
797 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/f82f061e7a44530d1dee281b96d9b1640485aa74
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Citations in the corpus
- Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007, background): “As Jenkins (2002) argues, video games are the popularized version of interactive narrative and have developed multiple methods for encouraging players to take on (and create) new—even unanticipated goals that form the basis of play (cf. Robison, 2006).”
- Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005, background): “…Is Carmen Sandiego™) and educational activities (The Adventures of Jasper Woodbury™ ), however, where game design may prove most relevant is in the design of a spatial narrative or spatial storytelling (Carson, 2000; Cognition and Technology Group at Vanderbilt, 1992; Jenkins, 2002; Schell, 2003 ).”
- Game object model version II: a theoretical framework for educational game development (2007, background): “The creators of End of Ages and The Godfather The Game argue that the development of technology only now allows for the realization of complex game spaces that support transmedia storytelling concepts (Jenkins, 2004).”
- Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation (2007, background): “Rather than the focus of gameplay being on uncovering one major narrative storyline, the environment is a network of narrative spaces (Jenkins, 2002) in which the player interacts and even in limited ways, helps shape.”