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Story and Simulations for Serious Games by Terry Borst, Nick Iuppa

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17

Game Play

Although the first half of this book discussed the shaping and execution of story narrative in a simulation environment, the fact is that story alone will not carry a successful simulation. Compelling interactivity will be critical for maintaining user interest in the simulation, and for the dissemination of pedagogical and training content that the user can begin to engage, practice and master. The development, deployment, and evaluation of effective pedagogy in effect “completes the pyramid” of simulation building.

Inevitably, compelling interactivity should be “play”–what we usually refer to as “gameplay.” Much has been written about theories of play (the study of which is known as “ludology”; see bibliography for references), ...

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