c. Player interaction with an opposing force, a game must have a conflict in it which player must face and interact with.
d. Organized method of play, a game must be playable and the sequence should be logical and balanced. A game that require strategy to play will make the
player became aware of the game and it results in better player. e. Desirable goals or outcome, a game must have a goal, also one or more
possible endings according to the option the players take. People play games basically because it is entertaining in its own way,
meaning, by playing the game, the player could be relieved or it might boost the player mood. Research by Entertainment Software Association ESA found that
50 percent of Americans who play computer and video games are looking for entertainment Essential facts, 2005.
3. Motivation behind Playing Game
This part will explain the motivations behind playing games focusing on Education. Saulter
stated that most of children’s first year learning through play. For example, a game like Peek-a-Boo help children to learn that separation is not
always permanent. As for children nearing their adulthood, games trying to educate children about important life lessons, such as trust, cooperation, conflict
resolution, communication and ethics.
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4. Narrative Devices in Video Game
In order to keep the story goes, video games tend to have these devices: a. Cut Scenes, is a mini clip or scene to make the players feel that they are
involved in the game. Mostly, it was just a non-interactive scene and usually it contains information about the next action that the players should do.
b. Scripted Event, these scripted events are maintained by AI Artificial Intelligence. Usually an AI will determine the events based on the choices
made by the players.
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Ibid.
There are many studies that using video games as a way to improve students’ English learning. Squire argues that video games have many factors on why it is
popular and influential for children: a. Video games trigger strong emotional reactions to the players like fear,
happiness, or sadness. b. Those emotions created through the plot, character traits, game achievement
and rewards, and competition or collaboration with other player. c. Video game appears to be rich in socio-
cultural which provides ‘raw material’ in youth culture.
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D. Previous Study
Ting-Yu Yang Chen conducted a study of a group of 60 Taiwanese EFL learners’ perceptions of a commercial adventure video game for secondforeign
language learning. This study wants to determine the effects of a commercial adventure video game on foreign language learning and learners perceptions
toward an adventure game. About twenty two college students in Taiwan were asked to play an English adventure game titled BONE. The analysis results that
students learned some new words, however both groups are not improving on their performance in learning. The researchers then conducting another research to
understand the strength and weakness of using adventure games in learning foreign language, there are 35 college students tested on their perception towards
the game. This study resulting that the students consider playing video game is helping them to make learning foreign language as interesting and motivating. It is
proved that this game is improving students listening, reading and vocabulary skill along with students’ motivation too. The research results identified both strengths
and weaknesses of adventure games for EFLESL based on learners’ perceptions,
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Kurt Squire, Video Games in Education, USA: Cambridge, Massachusetts, Comparative Media Studies Department Massachusetts Institute of Technology, 2000