Yu-Gi-Oh: Interactive games narratives in the era of age compression
Document Type
Conference Proceeding
Publisher
Common Ground Publishing Pty Ltd
Faculty
Faculty of Community Services, Education and Social Sciences
School
School of Communications and Contemporary Arts / Centre for Research in Entertainment, Arts,Technology, Education and Communications
RAS ID
3500
Abstract
In this paper the authors provide an overview of the growth of the interactive games industry, globally, and maps its audiences. The paper will outline the industry's current strategies to deal with 'age compression' - the disappearance of childhood - together with its aim to keep people playing games for a lifetime. The authors will then look at how the Yu-Gi-Oh story lays the scaffold for children to develop higher order learning strategies and concepts that they normally would not attempt.
Comments
Balnaves, M. ,Tomlinson-Baillie, K. (2005). Yu-Gi-Oh: Interactive games narratives in the era of age compression. In the proceedings of the The Twelfth International Conference on Learning. (pp. 45 - 56).