Computer games and biodiversity

Adventures consist of a strong and continuous storyline throughout the game, with the player usually identified with a character that embarks on an adventure. Many adventures are divided into single missions (for example, habitats that have to be visited one after the other). All missions have to be completed to win the game. Within the distinct missions, many game elements can occur: usually, a mix between information elements, arcadegames and dialogues is sought. Ideally, adventures are designed in a way that makes it fun to play them more than once. Note that for adventures that are both designed for young children and educational purposes, there are natural limits to the degree of complexity of these games.

Infotainment is the term to describe the thorough and accessible presentation of information by means of multimedia. This means that sound elements, text, photos, graphs, films and quizzes or little games are used to get information across to the user. In contrast to other computer software, there is no continuing and evolving storyline with infotainment software. Often, there is no story at all, and the information is presented to the user without much guidance in which sequence the information should be approached. Many infotainment programmes presuppose interest of the user, while also often exceeding textbooks / reference books in terms of in-depth treatment of specialised subjects. And indeed, information is key with infotainment, but it should not be underestimated that a thoughtful presentation and use of multimedia can make these resources very interesting to use.

This section comprises computer software that focuses on education. While the content can be similar to a strategy game or infotainment, the common attribute is that all of these programmes are best used in schools or other learning environments. There are not so many game elements with educational software since the focus is on getting the user to understand the topic. Many educational programmes combine different aims (i.e. aside from learning about biodiversity, users also learn to calculate). Note that teacher's materials and guides are provided with many of these programmes as well.

Strategic and economics simulations aim to emulate certain features of real life, reducing them to some parameters which can be manipulated (e.g. the number of animals the player wants to have in her zoo). In most simulations, the player can see the results of her decisions on the large screen, while further information about choice options, background information is arranged around it. The decisions of the player concerning the parameters are crucial for winning the game. This suggests that luck is not the decisive factor but rather the ability of the player to understand what is going on in the game. The idea of using simulations in edutainment is the following: while the player has to understand causal relationships between the parameters to win the game, she also learns something substantial about the topic in questions. Concerning biodiversity, the consequences of decisions for habitats or the diversity of species could be used for a simulation.

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