Guidelines for Ludonarrative Conversion: A Case Study for a Children's Book Converted to a Game

https://www.doi.org/10.24140/ijgsi.v1.n2.06

Keywords: Play, Games, Books, Children's literature, Children's video games, Narratology, Ludology, Ludonarrative

Abstract

Video games are a way to help children improve their communication and collaboration skills as well as engage them in the world of their favorite book characters. This paper explains the unique features of books and games, and how interactivity can enhance the reader experience in the game world. It then goes on to explain various design considerations for children, including age ratings and designs for screen time recommendations. Further, game mechanics are paired with Erickson’s stages of development to facilitate optimal design in various age group. Finally, a development framework is presented, and a case study features a prototype design which displays these principles in a real-world setting.

Downloads

Download data is not yet available.

Author Biography

Katryna Starks, University of Illinois at Urbana-Champaign

Dr. Katryna Starks is a game scholar and researcher specializing in curriculum development, training, narrative, and psychology. Her research focuses on how video games can foster health-promoting behaviors, how female protagonist agency affects youth and young adult female player identity. She co-developed a Bachelor of Serious Games degree and designed the Interactive Narrative minor within that program. Her most prominent research includes "Cognitive Behavioral Game Design: a framework for creating Serious Games", and "Using Twine as a Therapeutic Writing Tool for Creating Serious Games". In her teaching, she loves creating showcasing engaging stories, whimsical characters, and conveying worlds through simple interactions that convey meaning.

Published
2023-09-01