Annotated bibliography 2

The following Bibliographies show the history of interactive story telling and how to best research for your gaming project. I followed the mind map from "Interactive storytelling" to "Theory" to "History". I also research articles on technology that help people as our game will be used to help kids learn what happened in 1916 and teach older generations what it was really like.

1. Ian YeomanUna McMahon‐Beattie, (2015) "Trends: cyborg games", Journal of Tourism Futures, Vol. 1 Issue: 1, pp.74-77, https://doi.org/10.1108/JTF-12-2014-0019

In this article, Yeoman and McMahon-Beattie discuss the possibilities of cyborgs becoming one with all man kind. Due to the advancements of technologies recently, the outcomes for technology are endless. The use of prosthetic limbs controlled my muscle and nerve memory is already in place in this world eg the parolympics. Although "cyborg games" does not have much relevancy to our project, you could interpret some aspects of the article to be about VR. The use of VR allows us to see a virtual reality that one could wish to be true. It give us the chance to see what the future could hold. It allows us to have a sixth sense almost. Just like prosthetics  give people another chance at walking or using their arm again, VR allows us to imagine a better world.


2. Grace Oakley , (2017), Engaging Students in Inclusive Literacy Learning with Technology, in Marion Milton (ed.) Inclusive Principles and Practices in Literacy Education (International Perspectives on Inclusive Education, Volume 11) Emerald Publishing Limited, pp.159 - 176
https://www.emeraldinsight.com/doi/full/10.1108/S1479-363620170000011011

In this article, Grace Oakley gives an insight into the benefits of technology and games as a learning assistant for children in the the past and present. There are programs such as the "Bee-Bot" that allow children with learning difficulties to see pictures in a sequence which allows them to create a story based on the sequence of events in the pictures.  Grace Oakley references augmented reality as a source of learning for students, especially those of a young age. By creating a VR experience for the project we will be able to create an experience that will teach kids the history of Ireland while also making it fun and a project that will help children with diverse needs understand in a way that is simple and explorative.

3. Katie Piatt, (2009) "Using alternate reality games to support first year induction with ELGG", Campus-Wide Information Systems, Vol. 26 Issue: 4, pp.313-322, https://doi.org/10.1108/10650740910984646

In this article, Katie Piatt discusses the process of developing the game with students and the process and stages it takes till the finished product. By creating an in depth article about how the students came up with the ideas and how the tasks each week need to be complete before the next task is sent out to them. The article shows support and solutions to problems faced by the teams creating the reality. Piatt provides step by step points on the aim of the ARG system which creates a dynamic within the team and allows everyone to know what the final creation should be.

4. Peter CuddGail Mountain, (2014) "Assistive technology for people with dementia", Journal of Assistive Technologies, Vol. 8 Issue: 4, https://doi.org/10.1108/JAT-10-2014-0022

Assistive technology is only new in the area of dementia, with no cure for the disease technology is being used to create a safe place for them and used in order to give independence back to the patients who suffer with dementia. This article discuss the research into assistive technology done by 3/4 different researchers who have come together in order to share and work together. Its discussed that by creating games and informative language for the patients it allows for their cognitive abilities to be rehabilitated to a point.

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