A Model of Immersion to Guide the Design of Serious Games
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World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2008
Las Vegas, Nevada, USA
November 17, 2008
Curtis J. Bonk, Mimi Miyoung Lee & Tom Reynolds
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Table of Contents
One of the driving forces behind the design and implementation of serious games is the claim that games have the potential to make learning more engaging than traditional e-learning or classroom-based activities. However, in order to develop engaging products an understanding of the factors inherent in the design of effective games is required. This paper proposes a model of immersion that can be used to guide the design of serious games. The model identifies key motivational factors for e-learning and then explores ways in which these can be enhanced through the integration of gameplay and narrative techniques. The model reconciles both cognitive and affective dimensions of immersion, identifying flow and the suspension of disbelief as key factors in the development of the sense of altered time and loss of self-consciousness inherent in immersion.
McMahon, M. & Ojeda, C. (2008). A Model of Immersion to Guide the Design of Serious Games. In C. Bonk et al. (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (pp. 1833-1842). Chesapeake, VA: AACE. Retrieved December 8, 2013 from http://www.editlib.org/p/29908.
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