By Siva Kumari
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35 The author’s own concept for an interactive 3-D documentary on Bosnian artists in Prague during the 1990´s might adopt the model of a quest as a method for incorporating narrative information into the 3-D interactive documentary, but design constraints must decrease the possibility of fictionalizing lecture. Daily life situations described by Bosnian authors are often obscure in nature. Thus, the estrangement effect might be fruitfully exploited to express such obscurity, but its applicability must to be proven through playtesting.
Though other theories exist in game studies, such as Aarseth’s17 notions of ergodics and Henry Jenkins’ narrative architecture,18 the theory of motion is very specific to a game like Warcraft. Even other MMOs may lean more towards or away from this model, but as a way of understanding the monolith that is Warcraft, a theory of this level of specificity is appropriate. What this theory intends is to shift the focus away from concepts such as narrative in favour of something more uniquely videogame-oriented.
We find this proof that our approach leads to deeper understanding than the traditional methods. Improvement in economic knowledge Improvement in Anthropology knowledge 14 14 12 12 10 10 8 8 Overall Economists Overall Anthropologist Not economists Not Anthropologist 6 6 4 4 2 2 0 0 Below Average Average Good Excellent Below Average Average Good Excellent Figure 3: Improvement in Anthropology and Economics Knowledge. Average increase means an improvement that is expected in any college level course.