Encyclopedia of Computer Graphics and Games

Living Edition
| Editors: Newton Lee

Educational Virtual Reality Game Design for Film and Animation

  • Oytun Kal
  • Yavuz SamurEmail author
Living reference work entry
DOI: https://doi.org/10.1007/978-3-319-08234-9_168-1


AR: Augmented reality; DEG: Digital educational game; GBL: Game-based learning; VR: Virtual reality


This article examines the design methodology of the educational VR game Cinevoyage, which was designed by the authors, both experienced as instructors and creators in film and animation and educational game design industries. Cinevoyage is designed as an educational tool for filmmaking and animation students with the aim of enhancing their knowledge and skills on cinematic storytelling. In this article the term cinematic storytelling refers to telling a story with moving images with respect to disciplines like scriptwriting, film grammar, cinematography, and editing. Thus, any kind of film and digital video making and drawn or computer-generated animations can be considered as a product of cinematic storytelling, if the created content is aimed at telling a story in any way, which can create emotional responses in the audience. Educational institutions teaching...

This is a preview of subscription content, log in to check access.


  1. Akilli, G.K., Cagiltay, K.: An instructional design/development model for the creation of game-like learning environments: the FIDGE model. In: Affective and Emotional Aspects of Human-Computer Interaction: Game-Based and Innovative Learning Approaches, vol. 1, pp. 93–112 (2005). Amsterdam, Netherlands: IOS Press. http://ocw.metu.edu.tr/mod/resource/view.php?id=1411
  2. Alger, M.: Visual design methods for virtual reality. https://drive.google.com/file/d/0B19l7cJ7tVJyRkpUM0hVYmxJQ0k/view (2015). Accessed 20 Nov 2016
  3. Barbosa, A.F.S., Pereira, P.N.M., Dias, J.A.F.F., Silva, G.M.: A new methodology of design and development of serious games. Int. J. Comput. Games Technol. 2014, Article ID 817167, 8p (2014).  https://doi.org/10.1155/2014/817167
  4. Bonde, M.T., Makransky, G., Wandall, J., Larsen, M.V., Morsing, M., Jarmer, H., Sommer, M.O.A.: Improving biotech education through gamified laboratory simulations. Nat. Biotechnol. (2014).  https://doi.org/10.1038/nbt.2955
  5. Clark, R.E.: Media will never influence learning. Educ. Technol. Res. Dev. 42(2), 21–29 (1994).  https://doi.org/10.1007/BF02299088 CrossRefGoogle Scholar
  6. Connolly, T.M., Stansfield, M.H., Hainey, T.: Development of a general framework for evaluating games-based learning. In: Proceedings of the 2nd European Conference on Games-Based Learning. Universitat Oberta de Catalunya, Barcelona (2008)Google Scholar
  7. Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M.: A systemic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59(2), 661–686 (2012).  https://doi.org/10.1016/j.compedu.2012.03.004. Retrieved from https://www.researchgate.net/publication/230628116
  8. Csikszentmihalyi, M.: Flow: The psychology of optimal experience. Harper & Row, New York (1990). http://www.bates.edu/purposeful-work/files/2015/03/Csikszenthmihalyi-1990.pdf
  9. Fu, F.-L., Su, R.-C., Yu, S.-C.: EGameFlow: a scale to measure learners’ enjoyment of e-learning games. Comput. Educ. 52, 101–112 (2009)CrossRefGoogle Scholar
  10. Garris, R., Ahlers, R., Driskell, J.E.: Games, motivation, and learning: a research and practice model. Simul. Gaming. 33(4), 441–467 (2002)CrossRefGoogle Scholar
  11. George, P.: Gamification and serious games. Encyclopedia of Computer Graphics and Games, pp. 1–4 (2017). https://link.springer.com/referenceworkentry/10.1007/978-3-319-08234-9_90-1
  12. Göbel, S., Rodrigues, A.deC., Mehm, F., Steinmetz, R.: Narrative game-based learning objects for story-based digital educational games. In: Michael, D. (ed.) Kickmeier-Rust: Proceedings of the 1st International Open Workshop on Intelligent Personalization and Adaptation in Digital Educational Games, pp. 43–53 (2009), Graz, Austria. http://ftp.kom.tu-darmstadt.de/papers/GdMS09_533.pdf
  13. Jennett, C., Cox, A.L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., et al.: Measuring and defining the experience of immersion in games. Int. J. Hum. Comput. Stud. 66(9), 641–661 (2008)CrossRefGoogle Scholar
  14. Khanana, K.: Development of Design Heuristics for Digital Educational Games for School Children of 7 to 11 Years Old. Doctoral dissertation, University of Leicester. Retrieved from https://lra.le.ac.uk/bitstream/2381/37526/1/2016KHANANAKPhD.pdf (2016)
  15. Leitch, A.: A Storyboard for Virtual Reality. But What Does a Storyboard Look Like in VR?. https://medium.cinematicvr.org/a-storyboard-for-virtual-reality-fa000a9b4497#.3jkh3n6ml (2017). Accessed 5 Jan 2017
  16. Marfisi-Schottman, I., George, S., Tarpin-Bernard, F.: Tools and methods for efficiently designing serious games. Paper presented at the 4th Europeen conference on games based learning ECGBL2010, Copenhagen, Denmark. Retrieved from http://free.iza.free.fr/articles/Marfisi_ECGBL_2010.pdf (2010 Oct)
  17. McCurley, V.: Storyboarding in Virtual Reality [online]. https://virtualrealitypop.com/storyboarding-in-virtual-reality-67d3438a2fb1#.it5h6q6w6 (2016). Accessed 12 Dec 2016
  18. Merhi, O., Faugloire, E., Flanagan, M., Stoffregen, T.: Motion sickness, console video games, and head-mounted displays. Hum. Factors. 45(9), 920–935 (2007)CrossRefGoogle Scholar
  19. Morozov, A.: Machinima learning: prospects for teaching and learning digital literacy skills through virtual filmmaking. In: Luca, J., Weippl, E. (eds.) Proceedings of EdMedia: World Conference on Educational Media and Technology 2008, pp. 5898–5907. Vienna, Austria: Association for the Advancement of Computing in Education (AACE) (2008). https://www.learntechlib.org/p/29201/
  20. Prensky, M.: Digital Game-Based Learning. McGraw-Hill, New York (2001)Google Scholar
  21. Prieto, R., Medina-Medina, N., Patricia Paderewski, P., Gutiérrez: Design methodology for educational games based on interactive screenplays. Paper presented at Cosecivi 2015, Barcelona, Spain (2015). Retrieved from https://www.researchgate.net/publication/279763791
  22. Samur, Y.: Measuring Engagement Effects of Educational Games and Virtual Manipulatives on Mathematics. Doctoral dissertation, Virginia Polytechnic Institute and State University. Retrieved from http://scholar.lib.vt.edu/theses/available/etd-05072012-185722/unrestricted/Samur_Y_D_2012.pdf (2012)
  23. Sheffield, S.L.: Streetwise: rethinking motion picture arts education. J. Film Video. 53(1), 20–24 (2001)Google Scholar
  24. Sweetser, P., Wyeth, P.: GameFlow: a model for evaluating player enjoyment in games. ACM Comput. Entertain. 3(3), Article 3A (2005)CrossRefGoogle Scholar
  25. Wouters, P., van der Spek, E., van Oostendorp, H.: Current practices in serious game research: a review from a learning outcomes perspective. In: Connolly, T.M., Stansfield, M., Boyle, E.A. (eds.) Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices.  https://doi.org/10.4018/978-1-60566-360-9.ch014. IGI Global, Hershey and London (2009). http://www.cs.uu.nl/docs/vakken/b3elg/literatuur_files/Wouters.pdf
  26. Zhang, Y. & Zhao Q.: Interactive augmented reality to support education. Encyclopedia of Computer Graphics and Games, pp. 1–8 (2017). https://link.springer.com/referenceworkentry/10.1007/978-3-319-08234-9_82-1

Copyright information

© Springer International Publishing AG 2018

Authors and Affiliations

  1. 1.Game DesignBahcesehir UniversityIstanbulTurkey
  2. 2.Computer Education and Instructional TechnologiesBahcesehir UniversityIstanbulTurkey