Critical perspective Creating a game concept based on academically theoretical framework can be a contradictive task. Computer games are primarily about having fun, losing oneself and their creation through definitely build on hard earned experience, is still a very intuitive process. This does not mean that it should not be done, on the contrary. There are enormous potentials for computer games in other areas that simply entertainment. Our method has is build from a theoretical perspective. We pull the essence of this theory into our empirical field to give it “life” and expand on thee points. Our method can therefore be criticized for not being grounded thoroughly enough empirically. By using existing learning games, we could have examined our theoretical arguments by testing them on our target group. We could see to what extend these theoretical arguments are experienced in the actual playing of learning games. Our ambition has been the construction of a concept for an adventure game for learning that takes a point of departure in a concrete case. We have had to choose whether we wanted to focus on a theoretical perspective or empirical analysis. Our decision to take the theoretical angel comes from the novelty of this field. There does not exists an established academic school of thought dealing with learning and computer games, it is still emerging. We have therefore felt that we must focus on establishing the theoretical preconditions for making such a concept. Only when these preconceptions are in place can they be emerically validated. Instead, our empirical data has been concerned with shedding light on and getting inspiration for these theoretical arguments and how they can “come alive” in or concept. We have tried to argue for and make our points clear section by section and lastly developed our concept around these arguments. The danger is that our bulletin points do not reflect the theoretical contemplation or analysis that come before them. As always, going from abstract to concrete can be very efficient but stands the danger of losing depth. A more well-established and structured approach to these “bulletins” could maybe have helped reflect how they are applied in our concept. Much of computer games are about feelings and intuition and we feel that this should be reflected in our design document; that it should convey an attitude, atmosphere and approach for development team. While our report would have been that much stronger, had we been able to firmly ground our theoretical arguments in empirical data and could we have used a more established metheodlogy for implementing our theoretical arguments in our game concept, we hope that our arguments can give other scholars a head start on the subject and that our theoretical work can help inspire others empirical work. And that our concept is now closer to a “real” implementable concept ….. Conclusion How can we develop a concept for an adventure game where learning is an integrated game element? In this thesis we have answered our problem formulation by applying it to a specific case and seen how the learning of DSRI’s material could become an integrated game element of Space Adventures. We have argued for a theoretical approach to such integration and given these arguments life and shape through our empirical data. These arguments have been developed as bulletin points that we have theoretically established and reflected on through our empirical data. The decisions of our final design document should are build on these points coupled with our own fantasy and ideas. Ultimately, Space Adventures should not be about learning and adventure games, it should one experience. What adventure games can do best is involve the player in a personal relationship with an unfolding story and this has been our approach to making learning an integrated part of Space Adventures. This personal relationship is established on several different levels in Space Adventures, but the ambition has ultimately been to make learning DSRI’s material the core progression element of the game. In this way we have tried to couple the personal relationship of the unfolding story to the learning of the material. Learning is essentially about feedback. Reflecting on and incorporating this feedback into a learning process created a deeper level of learning and this is what Space Adventures can accomplish. By ultimately establishing a personal relationship to the learning process, the player is more engaged and more motivated to incorporate the given feedback into the process. The elements of Flow, as incorporated in Space Adventures, therefore become elements for motivating player-reflection on feedback. Our system theoretical approach means that while we focus on the learning process, we can also focus on teaching and how the teacher can structure this feedback process towards established and desired objectives. We would now like to relate the bulletins we have develop through this thesis to the design document of Space Adventures. This comparison should conclude on how we have incorporated our research on the topic into the game and ultimately how learning becomes an integrated game element of Space Adventures. The following discussion will be centred on these points and cover them, not individually, but through a discussion. In terms of what the learning process should be, its form, we have emphasised to elements: that a joint public entity be created by the students and that the learning process be structured by a teacher. The central theme here is feedback and we have therefore taken a communicative approach to this. Learning is individual put most often occurs when inspired by an exterior disturbance. Through the workspace in Space Adventures, a teacher/student relationship is established where the student must make there communicative selections visible and the teacher can structure these selections in the form of feedback. Reflecting on and incorporating this structured feedback is essential for the games progress. The discussion which takes place on every mission of Space Adventures demands that the students share their ideas and make their learning process public and accessible to others again through communication. The idea of the discussion is that the students must be able to argue for what they have learned and in this way become aware of their own learning process. This process must then be incorporated with the learning process of other students in a reflective process. While this is the form of the learning process it is integrated into the other game elements in such a way that the success of this process becomes a factor for the progression of the game??? The clue/puzzle mechanism ties the learning element into Space Adventures in a very concrete fashion giving the player concrete objectives for the purpose of this learning. The story telling and spatial exploration in terms of moving around the space ship and interacting with it in order to find out what happened to McKloo becomes the motivating factor for engaging in the learning process, through learning can the dramatic conflict and their curiosity be solved. The feedback process is not just something that must be done to play the game. By drawing in the player, this reflective process becomes part of the game, an integrated game element. Reflecting on the material means getting closed to finding McKloo and this creates a personal relationship to the material. This might be the biggest accomplishment of an adventure game which incorporates learning as a game element. Learning about gravity or asteroids becomes a matter of find McKloo and the dramatic angel means the player has a greater chance of relating the material, or even McKloo, to their own life. When a student hears about asteroids on the television or reads about it in an article, they might think “what would McKloo have thought?” which might be more difficult if they had simply been told about there hard facts of the subject.