Difference between revisions of "Content Narrative"

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*From the content level, one may follow the [[narrative|storytelling]] strategies as outlined in Schell's book<ref>{{:Book/The Art of Game Design}}</ref>.
*From the content level, one may follow the [[narrative|storytelling]] strategies as outlined in Schell's book<ref>{{:Book/The Art of Game Design}}</ref>.


=Motivating Narrative=
To keep players keep playing the game, [[Jane McGonigal]] has a book<ref>{{:Book/Superbetter}}</ref> on this topic.
=References=
=References=
<references/>
<references/>

Revision as of 15:09, 23 February 2022

Content Narrative or Content Trajectory, is a term defined in PKC to help organize the sequence of presentation of intellectual content. The goal is to assign a name to the data type, which should cover the same logical content with different ordering possibilities.

Content Trajectories as Partially Ordered Set

All Content Narratives will be recorded in a recursive data type, which is composed of the universal data type, Poset, to be shown in the following multi-leveled template, Logic Model.


Logic Model (Content Narrative) Template:LogicModel 02 23, 2022
Abstract Specification
Context Different persons would acquire content with different sequential orientations. Some might need a different set of preparatory material. Some might require an overall picture in the beginning. Therefore, organizing content in different narrative structures would be necessary.
Goal Provide a consistent input/output boundaries for every content module.
Success Criteria Content Narrative/Criteria
Concrete Implementation
Given Inputs When Process is executed... Then, we get Outputs
  1. PKC software tool
  2. MU Constitution
  3. Inter-organizational Workflow templates
Content Narrative/Process Content Narrative/Output
Boundary/Safety Conditions of Content Narrative
Content Narrative/Boundary
  • From the operational level: we will make sure the hyperlinks between content is consistent with the intentional Content Trajectory.
  • From the theoretical level, one must follow the theory of partially-ordered set[1] to help construct narrative in an exchangeable way.
  • From the content level, one may follow the storytelling strategies as outlined in Schell's book[2].

Motivating Narrative

To keep players keep playing the game, Jane McGonigal has a book[3] on this topic.

References

  1. Davey, B. A.; Priestley, H. A. (May 6, 2002). Introduction to Lattices and Order. 5 (2nd ed.). local page: Cambridge University Press. ISBN 978-0-521-78451-1. 
  2. Schell, Jesse (2008). The Art of Game Design:A Book of Lenses. local page: Morgan Kaufmann. ISBN 9780123694966. 
  3. McGonigal, Jane (2015). SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient--Powered by the Science of Games. local page: Penguin Press. ISBN 9781594206368. 

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