Library Instruction and Ludonarrative Dissonance: Making Our Rules Fit Our Narrative

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dc.contributor.author Gallant, Jeffrey
dc.date.accessioned 2013-08-27T13:57:26Z
dc.date.available 2013-08-27T13:57:26Z
dc.date.issued 2013-08-27
dc.identifier.uri http://hdl.handle.net/10428/1298
dc.description.abstract In 2007, a video game designer wrote about a trend he recognized among some of the biggest games being released: the rules of how a game was played and the actions a player was allowed to take often contradicted the story the game was trying to tell. He named this phenomenon “ludonarrative dissonance,” and the article which coined it was a catalyst for a new type of discussion in the gaming world, a scholarly “games criticism” field, similar to the more traditional field of literary criticism. In this presentation, we will discuss how looking for this dissonance applies to library instruction, making our rules and “play” fit more closely with the information literacy-centered student outcomes we seek to grow. Implications for instructional design, differentiated instruction, and evaluation will be discussed. en_US
dc.description.sponsorship Faculty Scholarship, Valdosta State University en_US
dc.language.iso en_US en_US
dc.subject library instruction, instructional design, ludonarrative dissonance, game design en_US
dc.title Library Instruction and Ludonarrative Dissonance: Making Our Rules Fit Our Narrative en_US
dc.type Presentation en_US


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