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    <link>https://www.um.edu.mt/library/oar/handle/123456789/124089</link>
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    <pubDate>Wed, 08 Apr 2026 21:04:26 GMT</pubDate>
    <dc:date>2026-04-08T21:04:26Z</dc:date>
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      <title>A framework for aGML : guidelines for analogue game-modification learning to lower barriers for games in education</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/124192</link>
      <description>Title: A framework for aGML : guidelines for analogue game-modification learning to lower barriers for games in education
Abstract: This dissertation shall investigate the relationship between games and learning, how games are generally used for educational purposes, and what hinders their wider adoption. Analogue game-modification learning (aGML), a particular method of modifying existing commercial, non-digital games for educational purposes, will be highlighted to offer potential solutions to these hindrances. Using games as learning or teaching tools, or in an otherwise related educational context, is by no means a novel idea. Much academic work, especially over the last two decades, has concerned itself with this topic. As our understanding of educational theory has increased, so has our knowledge of the effective use of games as integral parts of educational methods. However, with some exceptions, games still represent a rarely used learning tool within standard educational systems - particularly in post-primary education - and are often relegated to voluntary after-school programs, if available at all. This dissertation shall put forward a framework as a set of guidelines for efficiently implementing the analogue game-modification learning methodology to address barriers to entry by facilitating the integration of clearly defined learning assignments based on modifying commercially available board games and card games within educational settings. The modification of said games represents the main learning activity to be performed by the learners to reach educational goals set by relevant official curricula.
Description: M.Sc.(Melit.)</description>
      <pubDate>Sun, 01 Jan 2023 00:00:00 GMT</pubDate>
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      <dc:date>2023-01-01T00:00:00Z</dc:date>
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      <title>Toward a framework for emergent narrative analysis</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/124148</link>
      <description>Title: Toward a framework for emergent narrative analysis
Abstract: This dissertation aims to formulate a new framework for analysis of digital games centred on their potential to produce emergent narratives. Emergent narratives are essentially unauthored narratives that emerge dynamically from game systems as the player(s) interact with them. The fact that narratives of this type exist independently of any fixed text makes them difficult to study using traditional narratological frameworks, leaving space for the new analytical framework this dissertation proposes. To support the proposed framework, the paper also explores Structuralist narrative theory and endeavors to position game narrative and emergent narrative within these this theoretical structure, refuting academic claims of the incompatibility of games with traditional narratology. And in order to judge the usefulness of the proposed Emergent Narrative Potential Framework, the dissertation concludes with a proof of concept analysis of the paper’s central case study, EVEOnline. In the process, this dissertation offers a well-supported defence of digital games as a narrative medium and of the applicability of narratological theory to emergent narratives. It proposes an analytical framework that focuses on specific elements of game systems determined to be most vital to facilitating narrative emergence, and effectively applies this method of analysis to the highly emergent gameplay systems of EVE Online.
Description: M.Sc.(Melit.)</description>
      <pubDate>Sun, 01 Jan 2023 00:00:00 GMT</pubDate>
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      <dc:date>2023-01-01T00:00:00Z</dc:date>
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