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Erlandsson, Patrik
Publications (2 of 2) Show all publications
Backlund, P., Erlandsson, P. & Andersson, J. (2021). A Skill tree Method to Identify and map in-game Skills to out-of-game Contexts. In: Panagiotis Fotaris (Ed.), Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021: . Paper presented at 15th European Conference on Game Based Learning ECGBL 2021, A Virtual Conference hosted by The University of Brighton, UK, 23-24 September 2021 (pp. 72-79). Reading: Academic Conferences and Publishing International Limited
Open this publication in new window or tab >>A Skill tree Method to Identify and map in-game Skills to out-of-game Contexts
2021 (English)In: Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021 / [ed] Panagiotis Fotaris, Reading: Academic Conferences and Publishing International Limited, 2021, p. 72-79Conference paper, Published paper (Refereed)
Abstract [en]

Gamification is the application of game design elements in non-gaming contexts to reach some purposes. It has been proposed as a solution in several domains, such as teaching, corporate training and healthy living. This paper presents the design and evaluation of the skill tree method which is a part of a gamified approach to motivate and support NEET-youth (Not in Education, Employment or Training) to leave their isolation and take steps towards better inclusion in society. The overall approach is based on two principles: 1) it targets adolescents with an interest in games 2); it utilizes their interest in games as the starting point for the intervention. Part of the intervention is based on a skill tree which maps in-game skills to out-of-game skills and visualizes the output so that the participant can become better aware of how their interest can drive personal development towards societal participation. The paper presents an evaluation of the skill tree method from the project staff perspective. The findings are positive but some need for improvements in the method as well as the tool were identified.

Place, publisher, year, edition, pages
Reading: Academic Conferences and Publishing International Limited, 2021
Series
Proceedings of the European Conference on Games-based Learning, ISSN 2049-0992, E-ISSN 2049-100X
Keywords
Gamification, NEET, skill tree, effects, socialization
National Category
Other Engineering and Technologies
Research subject
Media, Technology and Culture (MTEC); Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-20627 (URN)000758457500008 ()2-s2.0-85120715363 (Scopus ID)978-1-914587-12-2 (ISBN)978-1-914587-13-9 (ISBN)
Conference
15th European Conference on Game Based Learning ECGBL 2021, A Virtual Conference hosted by The University of Brighton, UK, 23-24 September 2021
Projects
Studio Ludum
Funder
European Social Fund (ESF)
Note

10.34190/GBL.21.011

Available from: 2021-10-06 Created: 2021-10-06 Last updated: 2025-09-29Bibliographically approved
Engström, H., Brusk, J. & Erlandsson, P. (2018). Prototyping Tools for Game Writers. The Computer Games Journal, 7(3), 153-172
Open this publication in new window or tab >>Prototyping Tools for Game Writers
2018 (English)In: The Computer Games Journal, E-ISSN 2052-773X, Vol. 7, no 3, p. 153-172Article in journal (Refereed) Published
Abstract [en]

A game is best evaluated by playing it and prototyping is therefore an important activity in game development. Game writers and narrative designers are responsible for the narrative structure of a game, which may have a varying degree of interactivity to it. The aim of this paper is to analyse the role of prototyping tools for game writers. There is a limited range of such tools available, of which Twine is one of the most established. Most of these tools have a text-based programming interface for modelling of game mechanics. This paper presents Deig—a proto- typing tool for creating point-and-click adventure games. In Deig, game mechanics is modelled graphically using nodes from a set of primitives. We present an interview study where game writing students reflect on their experience of using Deig and Twine as prototyping tools. The result shows that both tools have their merits and complement each other. Deig was found to be intuitive for modelling of game mechanics, which lead students to create interactive narratives. Twine was found to be more useful for experimental writing. The conclusion of this work is that there is a need for a diverse set of prototyping tools to support game writing.

Place, publisher, year, edition, pages
Springer, 2018
Keywords
Computer game, Game writing, Narrative design, Prototyping, Tools
National Category
Information Systems
Research subject
Interaction Lab (ILAB); Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-15376 (URN)10.1007/s40869-018-0062-y (DOI)
Projects
Inkluderande julkalender
Funder
The Swedish Post and Telecom Authority (PTS)
Available from: 2018-06-07 Created: 2018-06-07 Last updated: 2025-09-29Bibliographically approved
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