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Reinforcing Youth Reading Habits Through Text-Based Games: Ariston Harianto, Eko Nugroho, Rio Fredericco
Reinforcing Youth Reading Habits Through Text-Based Games: Ariston Harianto, Eko Nugroho, Rio Fredericco
2enugroho@gmail.com
3riofredericco@gmail.com
Abstract— A text-based game is a type of video games that They concluded that:
primarily uses writing and text characters to engage players with “...tight global competition in all domains of life
minimal to no graphics. With the availability of smartphones and requires basic literacy and that reading was essential
tablets, text-based games have been seeing a resurgence in to national development...shared similar concerns
popularity. At the same time, most youths nowadays prefer using
over the urgency of access to books and
their smartphones rather than reading books. In this paper we
will discuss the possibility of using text-based games to motivate commitment to promoting reading to all walks of
and/or develop a reading habit for youths. life, so that ASEAN could become a learning society
poised to compete with more developed neighbours
such as Japan, China and South Korea.”
Keywords— Reading habit, youths, text-based games, game
There are several challenges associated with creating a
design, interactive fiction, choice in game
reading habit in Indonesia: a lack of enthusiasm in reading,
I. INTRODUCTION scarce access to high-quality libraries and books and a great
disparity in the quality of education between rural and urban
A. A Brief History of Text-Based Games areas. This paper will primarily discuss a new approach to
Text-based games are very popular in the 1970s and 1980s motivate higher reading enthusiasm especially for youths.
because they require small processing power and are The rise of smartphones and tablets ownership in youths in
inexpensive to produce. One of the most popular games of this Indonesia means that most of them are connected to the
type is Zork. In Zork, the player assumes the role of “a Internet every moment. Indonesia has close to 20 million
dauntless treasure-hunter, who are venturing into this active Twitter users and is Facebook’s fourth most active
dangerous land in search of wealth and adventure.”[1] To play country [4]. The multi-functionality of smartphones (camera,
the game, the player has to input commands such as “Go left”, social media, MP3 player, etc) makes it a very interesting tool
“Take treasure”, etc. as compared to a physical paper book. This is exacerbated by
The term Interactive Fiction is also used to describe text- Indonesian culture being very oral-oriented. [5]
based games and any other games in which the primary However, as stated above, text-based games have gained a
interaction of players and the game are through text. This also sizable followers in smartphones and tablets. This opens up a
includes gamebooks: a form of books in which they are not new avenue for experimentation. Playing a text-based game
meant to be read in a linear fashion. Instead, players choose can be considered a form of reading. It can also encourage
and decide the outcome of the stories and jump forward or player to explore and read more about a certain topic. As an
backward through the pages. The most famous example of example, a player may be curious and interested to read the
novel Around the World in 80 Days after playing the game 80
gamebook is the Choose Your Own Adventure series.[2]
Days.
Quite recently, text-based games have been increasing in
Their popularity means that we have to define a ‘reading
popularity in smartphones and tablets. Some of the examples
habit’ in a broader perspective. Reading habits nowadays
include 80 Days - which won the award of TIME Magazine’s
should not only include a habit of reading physical paper
Best Game of the Year in 2014 - and Lifeline, which reached
books; we have to consider reading in a digital age, whether it
the #1 Top Paid App in USA a few days after its release.
is reading newspaper articles, blogs, or even reading in text-
B. Smartphones and Reading Habit based games. However, this “digital reading habit” seems to
provide less exploration and some people argue that browsing
In 2011, 6 ASEAN countries (Thailand, Singapore, the the Internet reduces literacy and decreases attention span, thus
Philippines, Laos, Indonesia and Vietnam) held a conference achieving less understanding.
on reading in Bangkok, Thailand, to address an urgent issue of The exploration possibility is also one of the issues. When
promoting reading habits among ASEAN communities.[3] we read a physical book - we are forced to explore the whole
C. Development Process
Currently we have finished mapping the choices and paths
for the game. We are currently working on detailing the story
and the dialogue as well as perfecting the User Interface for
the game. Some of the screenshots of the game:
REFERENCES
[1] Dave Lebling and Marc Blank (1984), Zork Trilogy Instruction Manual.
(PDF), Infocom
[2] Soultanis, Greg. Mullin, Eileen, ed. XYZZY News - The Magazine for
Interactive Fiction Enthusiasts. Issue #4. July/August 1995. Archived
September 28, 2004 at the Wayback Machine
[3] S. Sugiharto. (2011) Reading habit a challenge for ASEAN. [Online].
Available: http://www.thejakartapost.com/news/2011/09/10/reading-
habit-a-challenge-asean.html
[4] W. Aly. (2013) Welcome to Jakarta, the world’s number one Twitter
City. [Online].Available:http://www.abc.net.au/radionational/prog
rams/drive/social-media-in- indonesia/4720678
Fig. 10 Screenshot of “Ending 2” [5] B. Mustafa. (2012) Indonesian people reading habit is very low: how
libraries can enhance the people reading habit. [Online]. Available:
We have also prepared the web server for hosting the game. http://consalxv.perpusnas.go.id/uploaded_files/pdf/papers/normal/ID_
B_Mustafa-paper-reading-hab it.pdf
III. . Early Findings and Summary [6] C. Nutt. (2015) Narrative and design insights from 80 Days' writing
lead. [Online]. Available:http://www.gamasutra.com/view/
Based on our early test, we believe that this game has the news/237810/Narrative_and_design_i nsights_from_80_Days_writing_
potential to achieve our objective. Out of 10 people, 8 of them lead.php
[7] B. Francis (2015) Building a narrative out of push notifications in
managed to reach the ending. This shows that the players are Lifeline.[Online].Available:http://www.gamasutra.com/view/news
interested in the story and explore outside of the game to find /246968/Building_a_narrative_out_of_push_notifications_in_Lifeline.
the correct path. php
We have also observed several points of importance: [8] K. Salen and E. Zimmerman, Rule of Play — Game Design
Fundamentals, USA:The MIT Press, 2003.
1. Character must be relatable and the story must be [9] E. Adams and J. Dormans, Voices that Matters Series: Game
interesting enough for the player to be immersed in the Mechanics — Advance Game Design, 1st ed., USA:New Riders, 2012.
game and thus, wanting to explore and find out more. [10] M. Krawczyk and J. Novak, Game Development Essentials Series:
2. Our design of having multiple endings is very Game Development Essentials: Game Story & Character Development,
1st ed., USA: Course Technology, 2006.
important for re-playability value. A player who has
completed a certain path can now try a different path in the
game and experience a different story and choices.
3. Since the game mechanic is built upon 2 options
(right/wrong answers), players may get the right answer