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User-Generated Character Behaviors in Educational Games

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Book cover Subconscious Learning via Games and Social Media

Part of the book series: Gaming Media and Social Effects ((GMSE))

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Abstract

Games are the new form of storytelling and social interaction for younger generation. It might be surprising, but children are ready to do more work for their game characters than what they are ready to do for themselves. Because of this, we started to develop methods to enable user-generated character behaviours for educational games. In this paper, we show how user-generated behaviours can be recorded and shared in educational games. Furthermore, we demonstrate how user-generated behaviours can provide teachers and parents very detailed information about individual child’s learning process.

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Correspondence to Harri Ketamo .

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© 2015 Springer Science+Business Media Singapore

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Ketamo, H. (2015). User-Generated Character Behaviors in Educational Games. In: Sourina, O., Wortley, D., Kim, S. (eds) Subconscious Learning via Games and Social Media. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-287-408-5_5

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  • DOI: https://doi.org/10.1007/978-981-287-408-5_5

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-287-407-8

  • Online ISBN: 978-981-287-408-5

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