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

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).

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.

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