Unpacking narrative in a hypermedia 'artedventure' for children

John Benjamins
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Narrative Revisited: Telling a story in the age of new media, 2010, 1st, pp. 185 - 212
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Many online games for children adopt elements of narrative to encourage users to embark on and complete learning activities. One such game, described by its designers as an `artedventure, is Leonardos Workshop (Sanford Ink Corporation 19982009a). In it users travel back in time to Leonardo da Vincis workshop guided by Carmine Chameleon, a fictional character knowledgeable in art history and theory, in order to discover who has destroyed the artists legacy by leaving objects that do not belong to the Renaissance in his workshop.Adopting Systemic Functional Theory as the analytical framework, this chapter examines how the features that define narrative as a type of western-culture story genre (Martin and Plum 1997) are distributed multimodally and hypertextually in this hypermedia game. Specifically, by applying to the analysis of the game the systemic functional notions of `genre and `macro-genre (Martin, 1986, 1992, 1994, 1995, 1997, 2001, 2002; Martin and Rose, 2008), Djonovs (2005, in press) framework for analysing logico-semantic relations in hypermedia, Appraisal Theory (Martin and White 2005) and Stenglins (2004, 2007, 2008a, 2008b, 2009a, 2009b, in press a, in press b) concepts of Binding and Bonding as resources for creating security and fostering affiliation in 3D and hypermedia spaces, we aim to evaluate the potential of narrative to encourage and support players learning in Leonardos Workshop
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