Wey-Han Tan (April 2008)
Stories give in-game experiences context and contingency. There are abstract games like „Tetris“ or „Add’em up„, which rely exclusively on game mechanism and aesthetics to hold the player’s attention. But in the end, a player of an abstract game can retell it to interested listeners just in terms of general adjectives, and not about the none the less exciting events and situations in it.
Connected to Situated Cognition, Anchored Instruction and Cognitive Apprenticeship, one can say that a gripping story that’s deemed worth to be retold by the player/learner, is also one most likely to be remembered – including the facts and skills contextualised with and situated in it. Weiterlesen