Hypermedia expressions: an efficient communicative relationship between the interface, interactive narrative, emotions and values in entertainment-educational products
PDF (Español (España))

Keywords

Hipermedia
Interacción
Realidad Virtual
Videojuegos
Edutainment
Ludo-educación
Multimedia
Rich Media
Diseño de Videojuegos
Arquitecturas Lúdicas
Game Design
Social Web
Diseño Web
Narrativa Interactiva
Emociones
Valores
Adolescentes
Interfaz
Comunicación
Multicultural
Arquitecturas de Información
Juegos Masivos en Red Multijugador
Avatar
Hiperespacio
Tiempo
Acciones
Personajes
Espacios Hypermedia
Interactive
Virtual Reality
Videogames
Edutainment
Multimedi
Rich media
Game Design
Entertainment Architectures
Social Web
MMOG
Web Design
Interactive Narrative
Emotions
Values
Teenagers
interface
Communication
Information Architectures
Multicultural
Avatar
Hyperspace
Time
Actions
Characters & Spaces

How to Cite

Mora Fernández, J. . (2022). Hypermedia expressions: an efficient communicative relationship between the interface, interactive narrative, emotions and values in entertainment-educational products. COMMUNICATION. International Journal of Audiovisual Communication, Advertising and Cultural Studies, 1(5), 149–170. https://doi.org/10.12795/comunicacion.2007.v01.i05.06
Views
  • Abstract 74
  • PDF (Español (España)) 27

Abstract

This scientific article covers the study of the interactive multimedia elements that compound a hypermedia system taking as reference two videogames Antigrav (EyeToy based from Sony) & Sims2 (ElectronicArts). It describes in detailed categories the interface expressive elements, the interactive narrative forms, the emotions and the values that integrate a hypermedia communication system. Finally, it compiles and describes the hypermedia expressions that where the most interacted and efficient for the communicative immersion based on the research observation of twenty young-adults from different cultural backgrounds. This research serves as a referential model for the production and development of efficient hypermedia communicative edutainment systems: videogames, webs, virtual realities.

https://doi.org/10.12795/comunicacion.2007.v01.i05.06
PDF (Español (España))

References

BARTLE, R. (2005): Hearts, Clubs, Diamonds, Spades: Players Who Suit Muds. Muse Ltd, Colchester. United Kingdom.

CSIKSZENTMIHALYI, M.(1990): Flow, the psychology of optimal experience. Harper Perennial.

FREEMAN, D. (2003): Creating Emotions in Games. New Riders NRG; (9-10).

GEE, J.P. (2003): What Videogames have to Teach Us About Learning and Literacy. Palgrave MacMillan, (200-212).

MINE, M., SCHOCHET J. & HUGHSTON R. (2003): (Walt Disney Internet Group, VR Studio). “Building a Massively Multiplayer Game for the Million: Disney Toontown Online”. ACM Computers in Entertainment, Vol 1, No.1, October 2003.

MORENO, I. (2002): Musas y Nuevas Tecnologías. Barcelona. Paidós Comunicación.

PIERCE, C. (2001): Emergent Authorship: the Next Interactive Revolution, Venice. California. Electronic publication at www.elsevier.com/locate/cag .

SALEN, K. & ZIMMERMAN, E. (2004): Rules of Play: Game Design Fundamentals. Massachusetts Institute of Technology; (300-420).

WARDRIP-FRUIN, N. & HARRIGAN, P. (2004): First Person: New Media as Story, Performance and Game. Massachusetts Institute of Technology, (2-33).

YEE, N. (2006): “The Labor of Fun”. Stanford University. Sage Publications, Game and Cultures, Volume1 Number 1 January 2006, p. 68-71. Electronic publication at http://games.sagepub.com.

Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Copyright (c) 2007 Jorge Mora Fernández

Downloads

Download data is not yet available.

Metrics

Metrics Loading ...