2015
DOI: 10.1016/j.compcom.2015.06.003
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Textual Adventures: Writing and Game Development in the Undergraduate Classroom

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Cited by 9 publications
(6 citation statements)
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References 7 publications
(5 reference statements)
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“…Those most commonly used in undergraduate classrooms to create digital fiction (and games) include Inform7 (Reed, 2015), Quest (Ballentine, 2015), and Adobe Animate/Flash; the latter is frequently used for wider purposes, including animation, games development, and interactive websites, as it is an industry standard. Its costs, however, and high level of skill required, not to mention its deprecation on most mobile operating systems and many Internet browsers, put it at the bottom of the list for most digital fiction scenarios.…”
Section: Marking Digital Fiction Writingmentioning
confidence: 99%
“…Those most commonly used in undergraduate classrooms to create digital fiction (and games) include Inform7 (Reed, 2015), Quest (Ballentine, 2015), and Adobe Animate/Flash; the latter is frequently used for wider purposes, including animation, games development, and interactive websites, as it is an industry standard. Its costs, however, and high level of skill required, not to mention its deprecation on most mobile operating systems and many Internet browsers, put it at the bottom of the list for most digital fiction scenarios.…”
Section: Marking Digital Fiction Writingmentioning
confidence: 99%
“…Some studies have proposed using a narratological approach to teach writing, such as script development. For example, Quest, a text‐based game development tool, allows students to create their text‐based adventure games and interactive fictional story games (Ballentine, ). Ballentine () also demonstrated how undergraduate students experience the entire software development lifecycle and its many writing challenges while developing their text‐based adventure games.…”
Section: Literature Reviewmentioning
confidence: 99%
“…For example, Quest, a text‐based game development tool, allows students to create their text‐based adventure games and interactive fictional story games (Ballentine, ). Ballentine () also demonstrated how undergraduate students experience the entire software development lifecycle and its many writing challenges while developing their text‐based adventure games. Additionally, some have found that computer games have the potential to help students to write (Johnson, ).…”
Section: Literature Reviewmentioning
confidence: 99%
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“…This paper seeks to fill in the other half of a gaming literacy by creating a framework for composers to create their own meaningful games. While other researchers have brought the creation of games into the classroom (Ballentine, 2015), this approach differs greatly because it focuses not on the writing tasks involved with making a game, but rather how the creation of games via an iterable heuristic allows for the subsequent discovery of new knowledge.…”
Section: Introductionmentioning
confidence: 99%