Aesthetics of Interaction on Virtual Reality
with Educational Games Content
Yusup S. Martyastiadi
1,2
, Agatha Maisie Tjandra
1
, Mohammad Rizaldi
1
1
Faculty of Art & Design, Universitas Multimedia Nusantara, Tangerang, Indonesia
2
Doctoral Program, Graduate School, Indonesia Institute of the Arts Yogyakarta, Yogyakarta, Indonesia
Keywords: Aesthetic of Interaction, Educational Games, Play Experience, Virtual Reality
Abstract: The digital and virtual era creates a dependency between arts, science and technology. Knowledge and
applications, currently, can no longer be separated, so there are overlaps between these concepts. In terms of
interactive art, aesthetics no longer only arises because of its visual and sound beauty. This study investigates
the diversity of aesthetic in virtual reality, especially with educational game content. This paper describes the
aesthetic elements that occur in the experience of interaction through educational games. The case study of
existing VR projects led this investigation of the aesthetics of interaction. The previous projects will be
analysed for describing the aesthetics of interaction elements. We use the MDA framework (Mechanics,
Dynamics, and Aesthetics) for study the learnable material as an element of aesthetic in virtual reality. Finally,
we conclude that educational aspect potentially provides aesthetic elements in the play experience of the
games with virtual reality technology.
1 INTRODUCTION
Virtual reality and digital games as part of interactive
media cannot be separated from technology. The
interdependence between art, science and technology
provides its own advantages for interactive media.
Interactive media becomes flourishing in the
relationship between content, users and the
technology that they use. Therefore, aesthetics no
longer only appears as mere visual and sound beauty.
The aesthetics in the digital world of interactions
gain more diverse by including other human senses.
Moreover, feelings and communicative relations with
the human side as well as artificial intelligence can
also trigger the aesthetics of interaction. The
aesthetics of interaction makes interactive media
users get a distinct sensation of beauty. In addition,
under certain circumstance the game player can be
sucked into the virtual game world; this condition is
often called immersion.
Educational games are often used as alternative
learning in certain fields. And even in some
conditions, the educational game is used to support
the learning process at school. Most users of
educational games give positive testimonials to the
results of this alternative learning method. Basically,
with serious content, educational game users still feel
immersion through these play experiences and other
elements in the game world. On the other hand,
educational games tend to emphasize learning
material through game play rather than its visual
elements. There are interesting things that pay
attention from this research. The aesthetics elements
of non-visual and sound have a potential to provide
senses of satisfaction in playing. This study will focus
on investigating the aesthetic elements that affect the
immersion and play experience of the educational
game.
2 LITERATURE REVIEW
2.1 Aesthetics of Interaction
Crawford (2003) illustrates the terminology of
interactivity through a metaphor of reciprocal cycle
relations between two people by carrying out
activities listening, thinking, and speaking. The
quality of interactivity depends on each act of
listening, thinking, and speaking. Like a conversation
cycle, when someone speaks, the interlocutor will
listen, then understand the intent of the statement,
analyze, synthesize and finally speak to react to the
162
Martyastiadi, Y., Tjandra, A. and Rizaldi, M.
Aesthetics of Interaction on Virtual Reality with Educational Games Content.
DOI: 10.5220/0009192201620171
In Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology (CREATIVEARTS 2019), pages 162-171
ISBN: 978-989-758-430-5
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
opinions or arguments of the first person. This
conversation occurs continuously in turn through the
listening, thinking and speaking activities of each
party. Finally it comes to the same understanding or
agreed solution, this is the interaction metaphor
according to Crawford (2003).
The terminology of listening, thinking, and
speaking in the context of interactive technology can
be explained through terms of input, process, and
output, although it seems complicated to understand
(Crawford, 2003). This elusive impression arises
because we think from the point of view of the artists
and designers; where artistic is born from the intuition
and fruit of the work and design. The terms of input
and output are part of the stages outside the artist's
self, more precisely the terminology in the technical/
engineering field. The word of process itself in the
field of interactive media also raises a lot of
understanding. What process is meant? Does the
process interact? Or is it the manufacturing process?
LeBlanc (2004) tries to offer a concept that is
more easily understood through media of game; the
approach is called MDA (Mechanics, Dynamics,
Aesthetics). This approach will connect multi fields
between technology, science and design. Let us begin
understanding through the example of the game as
software (Figure 1).
Figure 1: Game as Sofware (LeBlanc, 2004).
Figure 2: MDA Approach (LeBlanc, 2004).
LeBlanc (2004) proposes the MDA approach as a
bridge between technology and design. In detail, it
provides mechanical terms for programming code
and game rules. Second, the dynamic term is to
accommodate technical processes and interactive
systems in the game. Finally, "fun" and technical
needs are part of an aesthetic approach. In the world
of aesthetic digital games, LeBlanc refines the term
"fun" in eight types, among others (Hunicke et al.,
2004):
1. Sensation (Game as sensory pleasure)
2. Fantasy (Game as imaginative but convincing)
3. Narrative (Game as a story or drama)
4. Challenge (Game as training against
obstacles)
5. Fellowship (Game as a socializing container)
6. Discovery (Game as territory that needs to be
explored)
7. Expression (Game as discovery/ self-
actualization)
8. Submission (Game as entertainment / hobby)
We can use the MDA approach as a reference for
aesthetics of interaction for develop games or other
interactive media.
In his study, Costello (2007) also develops
pleasure criteria into 13 types so that they could
enrich LeBlanc's "fun" terminology, such as:
1. Creation (the pleasure of interacting with
artworks)
2. Exploration (the pleasure of exploring
something)
3. Discovery (the pleasure of finding or doing
something)
4. Difficulty (pleasure with developing skills)
5. Competition (pleasure from the experiment
reaches the final goal)
6. Danger (pleasure through fear or danger
situation)
7. Captivation (pleasure by feeling another entity
that has control or attraction)
8. Sensation (pleasure through the five senses
response)
9. Sympathy (the pleasure of sharing emotional
feelings)
10. Simulation (pleasure because of real life
copies)
11. Fantasy (the pleasure to feel the fantastic
creation of imagination)
12. Camaraderie (pleasure developing a sense of
friendship)
13. Subversion (pleasure breaking rules)
According to some of those elements above,
Wright et al. (2008) also formulates in other
sentences that aesthetics of interaction need to focus
on individual understanding, concerns, desires,
aspirations, values, and user experience. Petersen et
al. (2004) add that the aesthetic of interaction concept
can be used as a way of conceptualizing interaction,
gestural acceptance, emotional expression, and
pleasant & spontaneous real interfaces. It means, the
aesthetic of interaction is not only felt, however there
is play experience inside it. A pragmatic approach to
aesthetics of interactive system states that aesthetic is
Code Process
Requireme
nts
Rules
Game
“Session”
“Fun”
Mechanics
Dynamics
Aesthetics
Aesthetics of Interaction on Virtual Reality with Educational Games Content
163
closely related to the context, usage, and intermediate
medium.
Kwastek (2013) states that interactive media must
begin with active entities from several parties
involved. Artists or designers are individual subjects
and not just "the tailor" of the interaction systems.
Therefore, the aesthetics of interaction should
prioritize individual perceptions and interpretations.
Perception and interpretation appear subjectively and
cannot be generalized. The creator of interactive
media still plays an important role in the aesthetics of
his artwork. Artists will create proportions of
interaction through design and programming as a
form of system implementation by selecting,
constructing, and uniting digital assets that have been
prepared. Kwastek adds in the perspective of the
users of interactive art, they feel that the beauty in
interactive works is moments that are unthinkable and
unidentified situation emerged outside of
preconception. Creating interactive media is building
an interactivity framework in the context of the
process of using the intuition.
Kwastek (2013) also states that aesthetics in
interaction projects can be affected by decision-
making by interactive media users, even though the
interaction is actually planned in advance. So in
reality, users can experience immersion through their
play experience and skip some interactions that are
available by design. The emergence of real
contradictions between the desire to admire artworks
and the need to control those feelings are
characteristics of interactive art. In other words, the
absence of artists/ designers in the interactive media
interaction process is recognized as part of the
interactivity characteristics. Their role is only at the
beginning of creating. The dynamics of interactivity
are fully a process of interaction between the system
and the user. Interactive project is built through
gradual processes and iterations, where artists/
designers test potential interactions according to their
imagination and design as a form of verification and
possible modifications in these interactive media
systems. It means the artists/ designers are the first
users of their own works. Therefore, to get a more
ideal verification, several test-plays are needed in the
process of building interactive media by involving
potential users or certain groups who have an interest
in interactive media.
Blunck (as cited by Kwastek, 2013) suggests that
a certain form of aesthetic experience is possible if
we experience a situation not by truly experiencing
"its sensual presence", but by "imagining it in its
absence, imagining it sensually and in such a way as
to direct it to presence of its aesthetic ".
2.2 Narrative as Virtual Reality
In the digital world, opinions emerged regarding the
use of virtual reality technology, including VR will
replace reality; including the opposite of VR will not
be able to replace reality, VR will question the
concept of reality, VR will rediscover or explore
reality, VR will enhance the user's mind, VR is a
riskless pleasure so it can be considered immoral, VR
will question the uniqueness between fiction - reality,
etc. (Ryan, 1999). In his study, Ryan analyzed VR as
a semiotic phenomenon and explored its implications
for literary theory and textuality problems. Narratives
play an important role in interactive media, as a result
of the interaction plot and interaction experience
depend on the storyline that was designed
beforehand.
In VR technology, there is immersion and
interactive elements that generated by computers.
Ryan (1999) sees that this immersion and
interactivity are characteristics of data used to create
reality experiences through virtual reality. According
to Steuer (as cited by Ryan, 1999), these two data
characters will present the term telepresence; the
condition where you feel the presence of environment
that is developed virtually, rather than the real
environment directly. Telepresence is related to
presence, just as virtual reality relates to reality. Ryan
describes that an interesting part of this interactive
media is when it can transfer the concept of
immersion and interactivity into a literary
perspective. So the narrative has the potential to be
applied textually into VR technology. This is related
to interactivity, which is considered to have its own
aesthetic value through post-modern theories. On the
other hand, immersion is often ruled out as a form of
illusionary aesthetic suspension from the reference to
its use in the narrative. Therefore, the immersion has
the power of the presence of reality (Ryan, 1999).
2.3 Immersion
According to Ryan (1999), immersion depends on
clarity, where technological equipment has an
influence in representing reality. In this case,
immersion will be stronger when projecting a three-
dimensional display, the illusion of depth through any
space. Through VR technology, the boundaries of
space are lost so users feel they are in the virtual
world. Steuer (1992) states that there is a depth of
information in VR media as a function of display
resolution. Steuer also adds about the breadth of
information as the number of sensor dimensions that
are simultaneously displayed through media images,
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164
sounds, sense of smell, and touch sensations. VR
technology combines the diversity of media in a
complete interaction experience.
Sheridan (as cited by Ryan, 1999) enriches
Steuer's statement on immersion, where VR users
must be able to explore the entire virtual world and
understand it with various perspectives. Consciously
the user "leaves" the real world and controls his
senses to wander in virtual extraterrestrial life and
even enters the inaccessible conditions in the
everyday world. For instance, entering small spaces
such as blood vessels or unidentified and isolated
areas in the hemisphere of this earth. In other words,
immersion is the blocking of the physical/ real world
(Biocca, 1992). VR users will not succeed be
immersed if their minds are still in the real world and
still think that what is displayed in their eyes is the
data produced by the computer. Computers in VR
technology are actually just tools that process data
and their presence is integrated in the system. This
means that VR users do not communicate with the
computer itself, but rather interact with the
interactivity system through playing experience. This
is reinforced by Lanier & Biocca's statement (as cited
by Ryan, 1999) that VR users cannot see the
computer anymore, because it has disappeared, there
is only the users and their exploration experiences.
Another interesting part of VR technology,
immersion also makes communication through
language and words also disappear. This language is
replaced by the action of physical movements using
both hands and mouth to change content in VR and
improvise spontaneously and quickly (Lanier &
Biocca, as cited by Ryan, 1999). In the virtual world,
to do an action or command is not necessary to
symbolize a particular language. For example when
building a fortress, in the virtual world the user
directly creates the reality of the construction of the
fort, without explaining the symbolic language about
the defense building. This means that in interacting
with the VR system, as a form of post-symbolic
communication, communication is no longer needed
in the form of language-bound descriptions and
semantic use.
3 CASE STUDY
This paper uses two existing project as case studies of
the aesthetics of interaction. The existing projects are
SIMIGAPI and ASENG’S ADVENTURE:
PECINAN.
3.1 SIMIGAPI
Figure 3: Main Menu VR “SIMIGAPI” (Tjandra, 2015).
SIMIGAPI is a VR project for volcanic eruption
mitigation simulation (Simulasi Mitigasi Gunung
Berapi). This project is a virtual reality application
using head mounted display (Oculus Riff) with
educational game content inside the system.
SIMIGAPI has purpose to offer a joyful learning tool
for children aged 7-11 years old. This application will
educate them about volcanic eruption mitigation with
fun experiences (Tjandra, 2018).
There are three level of SIMIGAPI based on the
process of mitigation, which are introduction,
preparation, and evacuation (Tjandra, 2015).
1. Introduction
This first level introduces eruption hazard
areas, mitigation maps, and eruption situations
using info graphics, animations and user
interfaces.
2. Preparation (Indoor mission)
The users will see and listen to news from
television and radio. Television, as a core
media, can convey the news at the beginning
of the volcano's status. There are local radio
networks in disaster-prone areas that convey
the current conditions of the volcano's
situation. The users will find out the tools used
to fill emergency bags. As shown in Figure 4,
the tools are flashlight, foods & water, first aid
kit, and goggles. The users are required to take
these tools in preparation for evacuation.
Aesthetics of Interaction on Virtual Reality with Educational Games Content
165
Figure 4: Finding Tools in “SIMIGAPI” (Tjandra, 2018).
3.
Evacuation (Outdoor mission)
In outdoor mission, players will be directed to
check in at 8 points throughout their
evacuation journey (Figure 5).
The users will receive mitigation material
through check points found along the way to
the finish point containing prohibitions,
information and instructions for mitigation
evacuations. Figure 6 illustrates the GUI in
each checkpoint. The goal is that users can be
aware of certain situations that occur during
evacuation in the field.
Figure 5: Check Points of “SIMIGAPI” (Tjandra, 2018).
Figure 6: Schema of 3D GUI of “SIMIGAPI” (Tjandra,
2018).
3.2 ASENG’S ADVENTURE:
PECINAN
ASENG’S ADVENTURE: PECINAN is a VR
game application that developed for reintroducing
traditional Chinese (Peranakan) food culture through
new media. This project was developed on Android
operating system and used on Samsung Gear VR.
Basically, this VR game could be categorized as an
educational game (H. Purnama & H. Wongso,
personal communication, January 28, 2019).
Figure 7: Game World of “ASENG’S ADVENTURE:
PECINAN” (Purnama, 2018; Marshal, 2018).
This project was led by phenomenon that
Indonesian young people do not consider about
traditional Chinese food. Most of them recognise
Western food, however they do not know the food
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that originated from Indonesia (Wongso, 2018). This
game has target users are teenagers and young people,
with age range of 16-21 years old, domiciled in
Tangerang and Jakarta. In this project, players will act
as a person who named Aseng, a food stall owner who
dreams of becoming a royal cook.
Purnama, Wongso, Marshal (2018) describe the
gameplay of the game, firstly, the player will choose
the food that he wants to cook (Figure 8). Players will
be faced to the tutorial level with the spring roll menu.
Figure 8: Menu Quest of “ASENG’S ADVENTURE:
PECINAN” (Purnama, 2018).
Secondly, in the pre-cooking process, the player
will collect cooking ingredients that can be obtained
from the quest, as shown in Figure 9. If all the
ingredients have been collected, the player will enter
the cooking phase.
Figure 9: Visualization of The Ingredients Shop of
“ASENG’S ADVENTURE: PECINAN” (Purnama, 2018).
Next in the cooking process, the player will be
given a direction and follow the direction. Finally,
when the food has been cooked, the food will be
assessed and the player will get experience and game
currency in the form of gold. This gold can be used to
buy ingredients in the store, while the experience is
useful so that players can cook food on the next level
that has a higher of difficulty.
4 DISCUSSION
In discussion section, firstly, we will describe both of
existing projects use MDA approach. The existing
project will be explained in general concept of MDA
approach. And then analyze the element of aesthetics
for both projects by identifying each component
carried out the application of the MDA approach.
Then those are reviewed to gain an understanding of
the interaction aesthetics in the two projects. We
focus on the users’ feedback who playing the VR
educational games.
Discussion about aesthetics of interaction cannot
be separated from human cognitive abilities. The
aesthetics of interaction, in term of design, is a
product of cognition. Norman (as cited by Preece,
Roger & Sharp, 2002) distinguishes two cognition
modes, which are experiential and reflective
cognition. The creativity is one of result of reflective
cognition. In addition, reflective cognition gains
abilities to design and learning. He adds that both
modes of cognition still need other aspect when we
use in daily life, such as support of technology.
Norman also describes six cognition processes (as
cited by Preece, Roger & Sharp, 2002):
attention
perception and recognition
memory
learning
reading, speaking, and listening
problem solving, planning, reasoning,
decision making
According to Norman’s statement, we can explore
the aesthetic of interaction more depth by making
correlation between LeBlanc’s MDA approach and
VR educational games. Especially, the relationship
senses, action, reaction, and technology.
4.1 MDA Approach for The Existing
VR Games
We sum up some response of users test for both VR
educational projects. The first summary, as described
in Table 1, is MDA approach for SIMIGAPI project
and Table 2 is a depiction of MDA approach for
ASENG’S ADVENTURE: PECINAN project. We
divide the description into four items, namely
requirements, rules, designer's task, users' feedback.
Each item will fill the mechanics, dynamics, and
aesthetics elements. As declared before, the feedback
of users test will employ the investigation of the
aesthetics element. Mainly, discussion on the
terminology of “fun” based on LeBlanc’s idea.
As mentioned in Table 1, in SIMIGAPI VR
educational game, firstly the users feel learning
something about the mitigation. Secondly, they are
also felt fun by getting new knowledge. Thirdly, the
users face new experiences on emergency response.
The last, they are immersed into the simulation.
Aesthetics of Interaction on Virtual Reality with Educational Games Content
167
Table 2 describes that, by playing the VR game of
ASENG’S ADVENTURE: PECINAN; first of all the
users learn about cooking. Next, the users get freshly
information behind the traditional food and its
philosophy. Finally, they feel fun in the virtual world.
In the context of this case study, these games are
built in mitigation scenario based on the narrative of
evacuation from volcanic disasters and cooking
scenario. The designers use volcanic mitigation
materials and cooking tutorial as basis for developing
narratives. It means, there are learning materials that
are adapted into the narrative. So the narrative will be
linked to the interaction plot to form a game scenario.
As Ryan (1999) explained that narrative plays an
important role in determining interaction plots and
play experience. We can conclude that offered
learning material determines the interaction plot and
play experience in the VR game.
Of course the VR game "SIMIGAPI" is providing
an understanding regarding volcanic disaster
mitigation through its game play. Similarly, the
"ASENG’S ADVENTURE: PECINAN" project
offers a process of learning to cook and get to know
traditional Chinese food. So these VR games have the
aim to provide an understanding of what is new and
the knowledge that is not yet known. The suitability
of the VR game development goals with the design
must be validated.
Table 1: MDA Approach for SIMIGAPI Project.
Requirements Rule Designer’s task Users’ Feedback
MECHANICS Software: C#,
Unity, Autodesk
3DS Max, Adobe
Photoshop
Hardware: PC,
laptop, Oculus Rift
DK 1 (head-
mounted display)
Ensure the function of
hardware and
software can run
properly so that the
interaction and
response of play can
be felt directly by the
players.
Determine the
technology of
Oculus Rift as a
gaming platform
Sometime get
technical difficulty
when HMD rotate
to right and left
Cabling on Oculus
Rift DK 1 are
suitable for
children
DYNAMICS
Game play,
scenario of
mitigation,
interaction plot
Introduction,
preparation, and
evacuation
Information Action
Reaction
Feedback
Operation
Determine the game
concept: volcanic
eruption mitigation
simulation
Making interaction
with the VR game
system
Most of the users
follow the scenario
of mitigation
AESTHETICS Senses: sight,
hearing, touch
Sensory: eyes, ears,
hand
Kinesthetic:
movement of hand
& head, clicking
mouse
sensation, fantasy,
narration, challenge,
fellowship, discovery,
expression,
submission
Determine aesthetic
concepts that can
accommodate
dynamic model,
such as 3D assets,
2D illustration,
audio, and
animation.
The users learn
something about
mitigation.
The respondents
feel fun when
knowing new
information.
The users get new
experience about
emergency
response on
volcano eruption.
They feel
immersed.
Table 2: MDA Approach for ASENG’S ADVENTURE: PECINAN Project.
Requirements
Rule
Designer’s task
Users’ Feedback
MECHANICS Software: C#,
Unity, Autodesk
3DS Max, Adobe
Photoshop
Ensure the function
of hardware and
software can run
properly so that the
interaction and
Determine the
technology of
Android as a
gaming platform.
Using VR
controller,
sometime feel
unpredictable
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168
Requirements
Rule
Designer’s task
Users’ Feedback
Hardware: PC,
laptop, Oculus Rift
DK 1 (head-
mounted display)
response of play can
be felt directly by the
players.
There is technical
limitation when
doing hand
movement as acts
of cooking
DYNAMICS
Game play,
scenario of cooking
competition,
interaction plot
Pre-cooking
preparation,
cooking process,
and assessment &
reward
Information Action
Reaction
Feedback
Operation
Determine the game
concept: cooking
competition.
The users practiced
cooking by doing
movement of their
hand on the VR
controller
Most of the users
follow the scenario
of cooking
competition
AESTHETICS Senses: sight,
hearing, touch
Sensory: eyes, ears,
hand
Kinesthetic: body
gesture, movement
of hand & head,
clicking console/
controller
sensation, fantasy,
narration, challenge,
fellowship, discovery,
expression,
submission
Determine aesthetic
concepts that can
accommodate
dynamic model,
such as 3D assets,
2D illustration,
audio, and
animation.
The users learn
something about
cooking.
The respondents
feel fun when
knowing new
information. For
example, they
freshly knowing
philosophy of the
food or story
behind the
traditional food.
They feel inside of
the virtual world of
the game
Based on feedbacks from the user test, these two
educational games can be stated to be successful in
delivering the learning material, because between the
design concepts and the final results are synchronous.
Designer SIMIGAPI explained that SIMIGAPI VR
game users get new knowledge related to volcanic
disaster mitigation as well as information about
evacuation and items that must be taken during an
evacuation (Tjandra, 2015). Purnama & Wongso
(personal communication, January 28, 2019) adds
that the results of user test the ASENG’S
ADVENTURE: PECINAN project provides positive
validation as consistent as their scenario plan.
ASENG’S ADVENTURE: PECINAN users newly
just found out information after they played with this
educational game. The scenario of how to cook a food
can be learned through this game, including
determining the ingredients of cooking, the use of
cooking tools, and how to cook it.
According to those VR educational games, there
is a similarity about the outcome of the game play.
The goal of educational game development is
achieved, which is learning process of something and
giving understanding of knowledge. Basically, game
could be used as a learning media and a method for
comprehend some fact and practical life in real
experiences. A game could be a simulation of real
things in ordinary life and also extraordinary
activities.
Visually, the game environment leads the game
users immerse to the virtual world. Most of the
respondents of both games point out that the game
assets help them to feel the aesthetics experiences in
the games. This immersion also leads the gamers to
feel the learning space as real as daily life, even
though it is a virtual/ digital world. Some practices of
playing games, the gamers do act - think to what they
are faced in the game world and collapse all real life
activity, as same as mentioned Biocca (1992) about
blocking the real world as an immersion of the game.
According to this case study about educational
game, there is still has an immersion even though it is
a serious game and is not just entertainment media. In
other words, game virtual world still has possibility
to develop knowledge. At least, game players can
understand to the substance that was modulated as
Aesthetics of Interaction on Virtual Reality with Educational Games Content
169
learning material and has specifically serious
outcomes.
As conclusion of this subsection, we offer a
modification of LeBlanc’s MDA approach by adding
a term “understanding”, so there is nine aesthetics
terminology of “fun” in educational games, such as:
1. Sensation (Game as sensory pleasure)
2. Fantasy (Game as imaginative but convincing)
3. Narrative (Game as a story or drama)
4. Challenge (Game as training against
obstacles)
5. Fellowship (Game as a socializing container)
6. Discovery (Game as territory that needs to be
explored)
7. Expression (Game as discovery/ self-
actualization)
8. Submission (Game as entertainment/ hobby)
9. Understanding (Game as learning media)
4.2 The Relationship of MDA Approach
with The VR Games
We provide a graphic that illustrates the relationship
between the MDA approach and the two VR
educational games. We take modification of MDA
approach to analyze the relationship with both of VR
existing projects. This illustration of the relationship
(as shown in Figure 10) is formed circle and is not
linear as founded by LeBlanc (2004). In our opinion,
it is not linear because of interplay between MDA
elements. It means mechanics element is not always
the first starting point of the game development
process.
In sophisticated era, technology is growing
rapidly and can accommodate the demands of high-
artworks. There is no more technological barrier for
creativity. Consequently, in some cases, the project
led by artistic concept and then decided which
technology is being required to develop the game. In
other cases, dynamics element can be trigger of the
game project due to the point of interest, which is the
interaction.
Figure 10: Relationship of MDA Approach with the VR
Educational Games.
Figure 10 points out each relationship of MDA
approach, such as:
1. VR platform represents mechanics elements,
which the technology requirements (hardware
- software) are integrated into a game engine.
2. Dynamics element is accommodated by
interaction in the play experiences and then act
as a game play for both VR educational
games.
3. Aesthetics element is fulfilled by digital assets
of VR games, for instance, 3D assets, audio,
2D illustration, and animation. All of the
assets are being tied with narrative. This
narrative leads the interaction plot; as a result,
all of digital assets are integrated in the game
scenario and the learning material.
As declared before, modified MDA approach
conduct adaptable starting point to designing game.
Each element of MDA can be leader of game
development. Nowadays, technological support can
adjusted to other elements compare to one decade ago
that technology led dynamics element and then
aesthetics element affected by the its dynamics
component.
5 CONCLUSIONS
Based on the results of this study of the aesthetics of
interaction on virtual reality with educational games
content, we can conclude that educational material in
these VR game, potentially could enhance the
terminology of fun by adding new vocabulary in
LeBlanc’s aesthetics taxonomy, which is
understanding. The understanding means that game
Digital
Assets
3D VR
Play
Experiences
VR
platform
Dynamics
Mechanics
Aesthetics
VR
Game
s
Game
Play
Narrative
Game
Engine
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as learning media. So, there is nine “fun”
terminologies in the aesthetics element of MDA
approach for educational games.
Second summary, in current digital age, MDA
approach supposes to be more dynamic and flexible
due to increasingly sophisticated technological
developments. The MDA approach is not linear
again, however there is more adoptable to the game
design concept.
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