Tales of Etrya: Resolving Inconsistencies
DOI:
https://doi.org/10.56198/Keywords:
Serious Games, Students as Designers, Contextualized English Vocabulary LearningAbstract
This extended abstract presents the reconstruction and enhancement of Tales of Etrya (ToE), an educational mobile game designed to support English vocabulary acquisition through narrative-driven gameplay. Initially conceived as a sequel to Strong Shot to address limitations in visual design and player engagement, ToE later became fragmented due to outdated frameworks, missing documentation, and incompatible builds. To overcome these issues, a comprehensive redevelopment process was undertaken, consolidating multiple versions, upgrading the Unity engine, and applying structured project management practices. Development followed a Game-Scrum methodology across three phases: pre-production, production, and post-production. Key contributions include a redesigned user interface, the implementation of core systems such as the Quest Manager and Dialogue Manager, and the delivery of a unified version of ToE. Player experience was assessed through two validated instruments, the Game Experience Questionnaire and the Player Experience of Need Satisfaction, revealing notable improvements in competence, immersion, and overall satisfaction. The resulting version of ToE provides a stable and pedagogically coherent platform for future research in educational video game development.
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