The magic of narratives in the gamification of One Thousand and One Nights

Document Type : Original Article

Authors

1 student

2 Trbiat modares university

3 Tarbiat modares university

10.30465/lir.2024.47395.1791
Abstract
Folklore and folk literature have long been recognized as a valuable treasure and spiritual asset of societies, providing a foundation for the growth and survival of nations. Within folk culture, the One Thousand and One Nights stories offer a suitable platform for the transmission of knowledge, the education of the younger generation, and protection against the infiltration of foreign cultures. This research explores the potential of folklore and folk literature through the lens of "gamification" to make the One Thousand and One Nights stories more applicable in contemporary society. Gamification is one of the newest methods of indirectly encouraging people to do something. In fact, by playing games based on One Thousand and One Nights tales, young audiences become unknowingly involved in the story of the book and, by the end of the game, have studied a tale. These stories, drawing on the power of folklore, can effectively convey moral and human values to the audience and maintain and strengthen their connection with literature. Inspired by the characteristics of the One Thousand and One Nights, this study focuses on gamifying two stories, "The Fisherman" and "The Lying Slave," which appear on the third and eighteenth nights respectively, to create an engaging and immersive gaming experience that is not only entertaining but also educational. The theoretical stages of game design are presented in this research, and an Android game based on the story of the eighteenth night has also been designed.

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