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According to complex systems theory, these layers are therefore elements of a complex system: this justifies the understanding. I contend that sense-making in such artifacts works by synthetizing the knowledge coming from a number of layers of information, which are intercurrent, interdependent and interoperating, and which concurrently participate in the creation of an overall meaning of a higher order. Interactors of Interactive Digital Narratives necessarily base their hermeneutic processes mainly on what is conveyed in the artifact itself yet the question of how meaning is expressed in (and sense-making is guided by) Interactive Digital Narratives remains significantly open. Is our way of expressing meanings through digital interactive artifacts simple? How does our sensemaking work when we try to understand Interactive Digital Narratives? To answer these and other questions, the present article discusses a complex-systemic understanding of the expressive mechanisms of Interactive Digital Narratives, to argue the expressive complexity of these artifacts. The aim of the work is to propose a game type, platform and motivation incentives using the results of the survey and the results from the statistical data. As part of the development of the video game DASH system requirements, story (game character, disease diagnosis, information on the Austrian health system) and goal of the game (healing of the disease, knowledge about the health system) explained and presented in a model and a decision tree. Based on these results, game types are discussed and assigned. In order to find out more about the prerequisites for a thrilling game in the health care (DASH), an empirical survey - in the form of a survey among the students of the FH JOANNEUM - elucidated and examined the motivations and the time spent playing video games. Current video games are presented along with the reasons for their popularity.
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It analyses possible effects these games have on the users, it shows an overview of computer games, current facts about the gaming community and the industry of video games in Germany and the USA, the differences between them and the economic and educational effects of the video game sector. This thesis researches the relevance of games in the present time, specifically in 2019.
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