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Gestural Motivation, Learning and Evaluation using Interactive Game Design
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
2011 (English)In: Handbook of research on improving learning and motivation through educational games: multidisciplinary approaches / [ed] Patrick Felicia (Waterford Institute of Technology, Ireland), IGI Global , 2011Chapter in book (Other academic)
Place, publisher, year, edition, pages
IGI Global , 2011.
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Information Science
Research subject
Computer and Systems Sciences
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URN: urn:nbn:se:su:diva-51913ISBN: 978-1-60960-495-0 (print)ISBN: 9781609604967 (electronic)OAI: oai:DiVA.org:su-51913DiVA: diva2:386380
Note
Emerging game interface design increasingly incorporate human gestural learning. Electronic gestural games, when effectively designed, offer high levels of user engagement. The chapter to follow presents theatrical practice, an art form that manufactures expressive gestures in set paradigms, as a model for gestural game systems design. A rigorous definition of gesture is first developed from yoga practice as an exercise for performance preparation, emphasising the gesture as a still form executed within a narrative context. The theatrical model is then refigured into an interactive gestural film game design, To be or not be, designed and programmed by Roman Danylak and Alastair Weakley, based on a section of text from Shakespeare’s play Hamlet (Danylak and Weakley, 2007). Evaluation of gestural learning is integrated into the system. The focus is on the generation of the physical aspect of the gesture as a movement.Available from: 2011-01-12 Created: 2011-01-12 Last updated: 2011-03-11Bibliographically approved

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CiteExportLink to record
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