Storytelling is an important, engaging social practice. While video game designers are storytellers of the information age, educational video games fall short of using narrative effectively in practice. To better understand useful narrative approaches, this study explored how designers perceived and used narrative during the creation of an educational video game. A qualitative, ethnographic, single case study approach was used to collect and analyze data pertaining to the narrative design trajectory of the game design team as well as Citizen Science, the game artifact they produced. Findings include typologies comprised of fourteen key types of narrative perceptions and uses that surfaced in this case study. Implications include the notable use of narrative as a reward mechanism, and as a design team anchor.
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