Critical perspective Computer games themselves only gained academic status recently and are beginning to spill over into other research areas where learning seems to be one of the promising areas. There is not yet an established methodology for such a combination and we have felt that when writing this thesis. We have chosen a theoretical approach to adventure games and learning as opposed to an empirical one. This means that we have developed theoretical arguments and while not grounding them in empirical data, then given these arguments ‘life’ through this data. Our methodology can therefore be criticized for not being grounded thoroughly enough empirically. We could have set up assumptions and hypothesis and focused more on if and how these were experiencing in existing examples of learning games. Such an empirical approach could have meant having our target group play, not our own game, but existing games. The analysis could have focused on how learning is integrated in adventure games and if it worked. Being case-focused we aimed at making a finished design document from this thesis. We feel that a theoretical approach would have been very useful to the filed of learning through computer games but would at best have let us argue for how learning can become an integrated element of adventure games. The conclusion would be more grounded and it would help other scholars in the field, it would however not have let us developed a concert concept. Our theoretical approach has meant we had had to be more innovative in our methodology as there is not a large body of work to be inspired from. We established arguments based on our theoretical conclusion. We then reflected on these conclusions through our empirical work in an effort to make them more concrete and bring them to life. Lastly, these arguments became the basis for our design document. This means that the document will be theoretically based on not empirically grounded. The arguments come from a theoretical discussion and the danger of reducing such an abstract discussion into a set of bulletins. While such a move from general to specific can be efficient, it stands the danger of losing the depth of the discussion and that our theoretical contemplations do not shine directly through in our concept. A more well-established and structured approach to these “bulletins” could maybe have helped reflect how they are applied in our concept. We think the choice between a theoretical or empirical emphasis is one of choice and objectives. We chose the theoretical emphasis because we feel it would be most productive for designing a concept. The danger is that these theoretical contemplations cannot explicitly be shown through our design document. 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 to see how the learning of DSRI’s material could become an integrated game element of Space Adventures. We developed theoretical arguments for this should be done and given these arguments shape by reflecting on them through our empirical data. In this conclusion we will discuss how these arguments have been used for the decisions of our design document and then sum up on these theoretical arguments. Lastly we will conclude on what the advantages of an adventure game with learning as an integrated game element. Our approach to learning has revolved around feedback and we have focused on two feedback relationships: a teacher/student relationship and a student/student relationship. From the beginning of this thesis, learning has been viewed as an individual process occurring in a closed system. However, we assume that learning for such a closed happens most often when the system is disturbed or provoked from outside. The teacher/student relationship, defined as teaching, is a way to structure the individual’s learning process. Through group discussions students are forced to shed light of their own mental processes as well as other in a reflective process. While these elements have not been integrated into Space Adventures as direct game play elements, they have been integrated by becoming the source of game progression. Through the clue/puzzle mechanism, learning and reflecting on feedback become the method to solve clear objectives that progress the game. It is by learning the material that the player gets access to directly interact ion with the environment and it is this interaction that lets the player solve mission-puzzles and progress. The driving force becomes the curiosity of Delbert McKloo’s disappearance the joy of playing the game is moving around and discovering the abandoned Medulla. Solving the games mystery and exploring the special dimensions should be the motivating forces of Space Adventures. To the degree that this is accomplished, the player will have invested personal feelings and ambitions in the game. To reach these ambitions the player must learn and learning therefore becomes an integrated part of the game. However, this learning process will be a personal experience, one the student can relate to on a more individual level. Space Adventures is built from the idea that motivating players will make them more likely to reflect on feedback when this is an integrated element of the game. We have justified this argument by supporting our theories of learning with the theory of Flow. A state of flow is characterised by a loss of one self in an assignment and we have shaped the experience of Space Adventures around this concept. It is by using the elements of the adventure game genre that learning becomes part of a story, both dramatic and spatial. The player acknowledges the teacher’s feedback as part of the game and constructs a public entity in the form of a discussion. The learning becomes part of the story and the player can live out the process as part of a drama where he or she is the main character. The player feels a personal relation to learning as he playes out the drama of searching for Delbert McKloo on the Medulla and this is the largest achievement when an adventure game intergrates learning as a game element. Giving the learning process a character and the player a personal relationship to it can inspire the player to himself become motivated to learn more about the topic. Just like science fiction books have been a way for popular culture to deal with complicated subjects for a large audience, so can Space Adventures make the material not only accessible but interesting and personally relevant for the player. This is the strength of the game and also why it has been important to us that the learning which does take place has been grounded in established theories. PLAY OUT DRAMA!!