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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An educational leap of faith: Exploring the connections between instructional architectures and digital game spaces</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michele Sardo</string-name>
          <email>m.sardo@unimarconi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mattia Thibault</string-name>
          <email>mattia.thibault@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>8th International GamiFIN Conference 2024</institution>
          ,
          <addr-line>GamiFIN 2024</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Faculty of Information Technology and Communication Sciences Tampere University</institution>
          ,
          <addr-line>Kanslerinrinne 1, 33014, Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Guglielmo Marconi University, Department of Human Sciences</institution>
          ,
          <addr-line>Via Plinio 44 - 00193 Roma</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>68</fpage>
      <lpage>78</lpage>
      <abstract>
        <p>The educational potential of games is nowadays widely accepted. Games, however, are multimodal artifacts, featuring many characteristics that can contribute to educational experiences in different ways. This paper engages one of these characteristics: that of the spatial organization in digital games. Digital game space has been examined over time from different perspectives (e.g., historical, semiotic, gameplay-based, environmental storytelling-based, etc.), but there is still a clear lack of studies concerning the connections between digital game spaces and their pedagogical value. This exploratory study aims to be the first step towards the establishment of a framework for the study and design of game space for educational purposes. To do so, we have decided to focus on two key elements - the instructional architectures and forms of gameplay afforded by different game spaces - and test them by conducting on a case study of Assassin's Creed Odyssey Discovery Tour. This work aims to understand: a) what instructional architectures are fostered by Assassin's Creed Odyssey Discovery Tour's digital game space and how does this latter influence them; b) what synergies and contradictions emerge from the creation of a space that aims simultaneously to allow educational practices and play. The case study shows how the digital game title seems to mainly foster a receptive and, to a lesser extent, an exploratory type of instructional architecture. Furthermore, this study showed what synergies and contradictions emerge from a digital space that aims to create both playful and pedagogical experiences.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Digital game space</kwd>
        <kwd>game-based learning</kwd>
        <kwd>instructional architectures</kwd>
        <kwd>education</kwd>
        <kwd>playful experiences2</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The spatial dimension is a key feature of digital games.
Their ability to create almost limitless virtual space,
and the different ways in which players can navigate
such space are major dimensions when it comes to
game design. However, the design of game
environments and spaces plays a crucial role also in
terms of the educational experience that the game can
afford. Game Based Learning is nowadays a
wellestablished field, and the importance of digital games
as educational tools is widely accepted and evidenced
by the history of the meta-analyses [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4">1, 2, 3, 4</xref>
        ].
      </p>
      <p>
        Over time, digital game space has been explored
from different perspectives. Several studies have
investigated its potential in the context of digital
storytelling [
        <xref ref-type="bibr" rid="ref5 ref6 ref7 ref8">5, 6, 7, 8</xref>
        ]. Others analyze it from a
historical perspective [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], or through a
multidisciplinary perspective across philosophy,
semiotics, and psychology [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Still others through a
      </p>
      <p>
        0009-0002-4297-7947 (M. Sardo);
0000-0002-3593-0350 (M. Thibault)
© 2024 Copyright for this paper by its authors. The use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).
holistic analytical approach [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] or from a
semioticsemantic perspective [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ]. However, there is a
clear gap in the literature when it comes to
investigating the connections between the features of
digital space and the effects they can have in the
pedagogical-educational sphere. This paper therefore
proposes a preliminary exploration of digital game
virtual space from an educational lens. In particular,
we will draw some connections between the layouts,
spaces, and morphologies of ludic environments and
different instructional architectures. To do so, we will
focus on the four architectures of instruction advanced
by Clark [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] which sets out four types of instructional
architecture, in combination with elements coming
from the frameworks on instructional architectures
and methodologies by Bonaiuti [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and Bonaiuti,
Calvani and Ranieri [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>In order to explore these connections, we will
engage a case study: Assassin's Creed Odyssey Discovery
Tour. The Discovery Tour (DT) is a special instance,
dedicated to educational purposes and to digital
* The paper is the result of the joint effort of all authors. For the formal
attribution, please consider sections 2, 3, 4 and 5 as written by Michele
Sardo and sections 1 and 6 by Mattia Thibault.
tourism, of the commercial game Assassin’s Creed
Odyssey – which is primarily aimed at entertainment.
It is an emblematic case of a digital environment
whose space (the represented architecture and game
environment) not only benefits from an accurate work
of historical reconstruction and a philological
reconstruction of the architecture of several iconic
monuments and cities of Classical Greece, (elements
that have an intrinsic pedagogical potential), but also
because it is a virtual environment that is designed to
be explorable for primarily educational purposes. This
case study, therefore, will allow us to look at the
connections between the virtual space of the game and
the educational architectures that it puts in place. Our
research questions (RQs), hence are the following:
• RQ1: What instructional architectures are
fostered by Assassin's Creed Odyssey Discovery
Tour’s digital game space and how does this latter
influence them?
• RQ2: What synergies and contradictions
emerge from the creation of a space that aims
simultaneously to allow educational practices and
play?</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>
        That space is a crucial element of digital games is
certainly not new, nor a recent discovery. As early as
the 1990s, Murray [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] identifies space as a
fundamental property of digital environments (along
with the procedural, participatory and encyclopedic
dimensions), pointing out that the navigability of
spaces is the element that differentiates digital
environments from other media. Cecilia Pearce [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]
focuses on analyzing digital games as “spatial media”
aimed at creating “experiences”. Wolf [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ],
concentrating on in-game and out-game spatial
architectures, emphasizes how interaction and
navigation make digital game space unique compared
to other media. Aarseth [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], one of the pioneers of
game studies, asserts that “the defining element in
computer games is spatiality. Computer games are
essentially concerned with spatial representation and
negotiation, and therefore a classification of computer
games can be based on how they represent or, perhaps,
implement space.” (p. 44). Jenkins [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], looks at digital
game space as a form of training for narrative design,
and emphasizes the importance of space in digital
game media, remarking that “Game designers don't
simply tell stories; they design worlds and sculpt
spaces.” (p. 121). In this regard, he speaks of evocative
spaces, i.e., spaces capable of telling stories that engage
with the user's prior narrative background. In the
same vein, Nitsche [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], deepening the connections
between space and the act of playing and digital games
through a holistic approach, speaks of evocative
narrative elements: elements designed to guide the
player's understanding. Still on the subject of digital
game spaces and storytelling, Fernández-Vara [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
refines the concept of environmental storytelling by
introducing the concept of indexical storytelling
according to which “Storytelling becomes a game of
story-building, since the player has to piece together
the story, or construct a story of her own interaction in
the world by leaving a trace.” (p.1). Murray's
observation on the navigability of digital game media
is thus reformulated, since “the player can also
manipulate the space, interacting with the objects in it”
(Ibid.). Fernandez-Vara [
        <xref ref-type="bibr" rid="ref21 ref6">21, 6</xref>
        ] also points out that
digital game spaces can also have an effect on user
behavior. For instance, in a first-person shooter, the
digital game space may encourage the user to shoot
and run or, in a platform, it may encourage the
mechanics of jumping over obstacles in the game space
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. On the other hand, a game such as Assassin's Creed
can, for instance, stimulate certain actions such as
jumping, climbing and practicing parkour [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
Therefore, from the existing literature on the
connections between digital games and space, it
emerges that the latter assumes a fundamental
significance from various gameplay and narrative
perspectives.
      </p>
      <p>
        The spatial organization of educational
environments has often been recognized as a key
feature well before digital spaces. So much so that
pedagogical traditions such as the Reggio Emilia
Approach look at space as a metaphorical “third
teacher”, supporting a delicate balance between
providing structures and the learner's agency in terms
of free exploration [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ] (see, especially, p. 41). This
view of space as personal tutor/teacher might be
easily extended to digital educational game realities, as
the environment can play a similar role – potentially in
an even stronger way, as it is often an interactive
environment.
      </p>
      <p>
        Therefore, while space is a key feature of any
digital game (including those designed for
fun/entertainment) it assumes a different form when
we look at games for learning – that is, games that
purposefully expose the player to intrinsically
pedagogical content. Such games often offer a tutoring
system to the learner, which is a key factor in the
education/learning process (see, e.g., the discussion on
the relevance of tutoring in the learning process of
educational games [
        <xref ref-type="bibr" rid="ref46">46</xref>
        ]). The environment, then, can
be thought of as part of this process: digital space can
be seen as a “meta-tutor”, i.e., a “third-tutor” of an
already “tutoring” environment. A feature, the latter,
that often markedly distinguishes how games for
learning approach the process of learning, compared
to games for fun.
      </p>
      <p>
        The new perspective we intend to investigate here,
hence, is the connection between the digital game
space and its ability to produce significant pedagogical
effects. Thus, taking up Pearce's idea [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], according to
which the design of spatial media (games) has as its
aim the creation of “experiences”, we add here that
these videogame spaces can have as a direct or indirect
consequence the creation of more or less significant
“pedagogical experiences”.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>The present study has an exploratory and qualitative
nature. Our approach is articulated in four main steps.
After setting the stage for this research with a
narrative literature review, we selected a specific case
study, formulated an analytical framework to
approach it, and analyzed it (and reflected on the
analysis results). In this section we will provide the
specifics of the methods we adopted.
supporting pedagogical principles pertaining to
different educational architectures.</p>
      <sec id="sec-3-1">
        <title>3.1. Narrative Literature review</title>
        <p>
          First, we have conducted a short narrative literature
review [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] looking at the existing studies on the
connections between space and digital games. The
databases used for bibliographic research were ERIC,
one of the main sources for educational research, and
the search engines Google and Google Scholar. We
searched for topics concerning the analysis of the
digital/video game space. The bibliographical analysis
was useful to outline several key dimensions of this
relationship in terms of game design and gameplay. At
the same time, the review revealed a clear research
gap: despite many important studies on the spatial
dimension of digital games [
          <xref ref-type="bibr" rid="ref10 ref11 ref12 ref13 ref17 ref18 ref19 ref20 ref5 ref6 ref7 ref8 ref9">17, 18, 19, 20, 5, 6, 8, 7, 9,
10, 11, 12, 13</xref>
          ] there is a lack of studies analyzing how
virtual game spaces can impact pedagogical
approaches in game-based learning. From a
gamebased learning perspective figuring out how the digital
space encourages certain instructional architectures is
crucial for understanding how the digital space can be
projected and organized in order to improve
educational experiences. Moreover, it is also important
to understand the leeway of educators/teachers in
using these games as game-based learning tools. A
space that encourages too much exploration (and thus
incentivizes an exploratory type of didactic
architecture) may be dispersive for the learner,
overloading the cognitive load excessively. This may
require teaching interventions of briefing or
debriefing respectively pre- or post-game session. On the
other hand, a space that, for instance, encourages a
receptive type of architecture (i.e., in which the learner
is a passive receiver of information), may require an
instructional design (post-game session) oriented
towards experiential/active learning activities. This
then led to the formulation of specific questions
regarding the influence these spaces can have in
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Selection of a case study</title>
        <p>
          Second, we selected the Assassin's Creed Odyssey
Discovery Tour as a relevant example of digital space
that was specifically configured to create
formative/educational experiences. Among many
possible articulations of virtual space, this case has a
few key characteristics that, as we shall see later, make
it crucial for fostering our understanding of how game
space can be designed, managed and actualized in an
educational effort. We are dealing with a recent,
tripleA, game (from 2018) which can therefore represent
the state of the art and the full potential of the medium.
It is the educational mode of an
entertainmentoriented title, which has been explicitly designed for
formative/educational purposes. The educational
material is framed like a “tour” suggesting a strong
spatial characteristic in the organization of the
materials. The digital game features explorable,
navigable spaces and possibilities for interaction with
the surrounding environment. Additionally, the space
of this Discovery Tour features a historical
reconstruction of several culturally relevant spaces of
Ancient Grece. While the reconstruction is adapted to
the representational and ludic needs of the game [
          <xref ref-type="bibr" rid="ref51">51</xref>
          ]
a considerable attention was given to the
reconstruction of historical architectures, buildings,
atmosphere and environments of Antiquity. Finally,
while there are no studies on the relationship of its use
of virtual space and its educational strategies, this
game has been consistently analyzed in the literature
through both experimental and argumentative studies.
The presence of a corpus of academic literature related
to this game, seems to support its relevance as an
object of study.
        </p>
        <p>
          The Assassin's Creed franchise, has been analyzed
over time from different perspectives in academic
literature [24, 25, 26, 27, 22, 28, 29). Beyond the
narrative elements that may entertain the gamer as a
motivational drive, what is most striking about this
series (and partially helps to motivate playing) is
precisely the space and the game environment, since
“Ubisoft’s Assassin’s Creed series has, since its very
inception, been based on historical reconstructions”
[
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] (p. 48). Precisely by virtue of elements such as the
period-specific environments, landscapes and
architectures, in addition to the fact that the player can
interact and converse with important characters from
history (such as Herodotus, da Vinci, Plato, etc.), there
are those who enthusiastically reported that “the
Assassin’s Creed franchise has gained a strong
reputation with players interested in history around
the world, systematically offering them the
opportunity to learn while playing” [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] (p. 79). On the
heels of this excitement, some have even spoken of this
saga as an enticing virtual time machine [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]. Going
beyond this enthusiasm, one can agree, however, that
it must be acknowledged that there is a clear love of
the past behind these games, especially by virtue of
employing historians and consulting with experts [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]
(p. 319).
        </p>
        <p>Assassin's Creed Discovery Tours are additional
stand-alone modes of some chapters of the famous
digital game saga Assassin's Creed designed primarily
for formative and educational purposes. Through
these digital game environments, it is possible to
explore places, iconic monuments within contexts
such as Ancient Egypt, Ancient Greece and Viking-era
Europe either freely (free-roaming) or by deciding to
follow guided itineraries. Winners of awards such as
Best Learning Game3, they stand out within the current
educational game panorama for features such as:
realism in graphical rendering, attention to the
reconstruction of historical architectures and
compartment, and great immersiveness.</p>
        <p>The Discovery Tour of Assassin's Creed Odyssey, our
case study, was introduced in 2019. It is set in Classical
Greece. This type of mode, unlike the title that is part
of the saga (Odyssey), does not feature any gameplay
elements related to violence (no killing, no blood, no
dying allowed) and does not follow the saga's
narrative line. It does, however, retain the same
characteristic mechanics of the franchise, such as
those related to exploring, climbing, jumping, and
experimenting with parkour.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Creation of an analytic framework</title>
        <p>Third, we outlined a framework for the analysis of our
case study. The framework focuses on two main axes:
instructional architectures and ludic relationships
with space.</p>
        <p>
          The axis dedicated to instructional architectures is
based it on the key concepts presented in Clark [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] in
relation to instructional architecture - in combination
with later studies refining Clark’s approach [
          <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
          ].
Clark's work, although not exhaustive, has the merit of
elaborating clearly a synthetic framework, within
which the most frequently used instructional
architectures were illustrated and described through
systematic parameters. Clark [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] proposes a
taxonomy that “can be used to consider different
strategic approaches for meeting various human
cognitive and performance task needs.” (p. 32). She
describes four types of instructional architecture:
receptive, behavioral, guided discovery, and
exploratory. These are analyzed systematically across
four dimensions: Cognitive Impact, Cognitive Overload,
LTM Encoding Failures, Metacognitive Skills.
Furthermore, for each of them Clark introduces a
historical overview and advice on when it is
appropriate to use them. The following is a concise
overview, designed to give an understanding of the
characteristic elements.
        </p>
        <p>• Receptive Architecture: this is the oldest
instructional architecture and the most widely
used in the training/educational field. It is
characterized by a lack of interaction with the
outside world and presents a strong control from
the didactic source (be it a digital game medium,
teacher, tutor, etc.). It therefore requires students
to already have well-developed metacognitive
skills and a pre-knowledge of the content, enabling
3 https://g4cawards.secure-platform.com/a/page/past_winners
them to link Working Memory (WM) to Long-Term
Memory (LTM). The risk is a strong cognitive
overload, it can be used as a briefing to introduce
concepts, especially if supported by written (and
audiovisual) materials. An example is the typical
and well-established lectio (e.g., university
lecture).
• Behavioral Architecture: it is a fairly
wellestablished architecture in education. It is
characterized by a procedure in which knowledge
acquisition proceeds gradually bottom-up,
through a constant stimulus-response process.
Although this architecture keeps the cognitive load
at bay (useful for novice learners), the risks are
that it does not allow deep development of
metacognitive skills and easily demotivates more
advanced learners. Clark suggests using for
beginner learners.
• Situated Guided Discovery Architecture:
lending itself to more constructivist approaches
“compared to the behavioral architectures, the
guided discovery approaches emphasize the
building of unique knowledge bases versus
consistent acquisition of predetermined
knowledge and skill hierarchies” (p. 34). It is
characterized by higher learner control, as well as
high interactivity with the outside world, and a
problem solving or discovery approach (which
may be more or less facilitated). Unlike the
behavioral-transmissive architecture, feedback is
not tied to the “right-wrong” dichotomy but is
multisourced and naturalistic and the learning
process is more global than bottom-up. It also
provides the learner with ways of finding
solutions. This architecture could, however, stress
the learner's cognitive abilities.
• Exploratory Architecture: it “is designed on
a premise of high learner control” (p. 35). It
requires good metacognitive skills and prior
knowledge. This also suggests when it is
appropriate to use it. It also allows one to control
the rhythm of information transmission. Several
phases of “optional practice” (or even de-briefings)
might be appropriate.</p>
        <p>
          Although Clark is mostly referring to the use of IT
instruments in his architectures (Clark's was writing
when e-learning was in its infancy), the assumptions
and principles of each architecture are still valid. For
instance, the risk of getting “lost-in-hyperspace” in
exploratory architectures, is just as applicable in the
digital game experience as it is for other mediated
environments (metaverse, XR, etc.). Clark's work is a
point of reference for instructional design, as
evidenced by its impact in supporting numerous
follow up studies that developed its contents and
structure or used it as a basis for the creation of
methodological instructional taxonomies to concretely
guide educators/teachers in their teaching activities
[
          <xref ref-type="bibr" rid="ref15 ref16 ref30 ref31 ref32">30, 31, 32, 15, 16</xref>
          ].
        </p>
        <p>
          The work of Bonaiuti [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] and Bonaiuti, Calvani
and Ranieri [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ], in addition to introducing new
instructional architectures, link these to precise
teaching strategies and clearly articulate the factors
that characterize each architecture: degree of
system/learner control, level of information
prestructuring, degree of learner/system interaction. We
will refer to these factors, together with Clark's model,
to understand which instructional architectures are
supported by the digital game space.
        </p>
        <p>
          The axis dedicated to ludic relationships to space is
grounded on the long tradition of research on the
topic. There is an intrinsic and intimate relationship
between play and games and space. The famous
concept of “magic circle”, from Huizinga [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]
describes, among other things, how play delimitates
space, and reshapes it according to it needs (for
example in tracks, pitches, courts, if we look at sports).
Games, however, often escape spatial delimitations,
and pervades the spaces of everyday life [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ],
“coloring” them in playful ways. There is a long
tradition of playful exploration and engagement with
urban spaces, that ranges from the idea of flânerie as a
free careless movement in the city [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ] and of derive, a
playful abandon to the currents of urban life, all the
way to the playful valorizations of the e-scooters that
populate many contemporary cities [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ], and focus
more on speed, risk and swiftness. Practices such as
skateboarding and parkour, which reinterpret urban
furniture and architecture as supports for playful
acrobatic movement, have been described as forms of
urban gamification [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ] – and have been imitated
promptly in digital games. The Assassin’s Creed
franchise relies strongly on the parkour-like
movement of its characters. David Belle, the founder of
the discipline of parkour, notes in an interview4 how
this form of acrobatic movement has a similar
dimension both in the game and in real life: it distracts
from the expected behavior of the space and allows
free and pleasurable exploration.
        </p>
        <p>
          The fundamental relationship between urban
space and game has also been theories in a systematic
way, both in creative projects such as Constant
Nieuwenhuys “New Babylon”, a city of eternal
exploration designed for the homo ludens [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ] and in
frameworks such as that of the Ludic City [
          <xref ref-type="bibr" rid="ref39">39</xref>
          ] or the
Playable City [
          <xref ref-type="bibr" rid="ref40">40</xref>
          ]. All these perspectives seem to
highlight the ability of play and games to give meaning
to the space and therefore to orient the behavior of
people within them – often in ways that go against
norms, and sometime the law. Similar engagements
with space emerge also clearly in digital games, for
example when spaces are explored for glitches and
exploits while doing a “speed run” [
          <xref ref-type="bibr" rid="ref41">41</xref>
          ] i.e., trying to
complete the game as fast as possible, disregarding the
rules.
        </p>
        <p>All in all, it seems that the relationship between
games and space is twofold: on the one hand, the
design of (digital) game spaces enable, support, and
direct gameplay. On the other hand, however, a playful
behavior tends to disrupt expectations, and favor free
exploration and the enjoyment of speed and risk
taking. From these perspectives we derived two main
aspects for our analysis:
• Spatial Affordances for Play – focusing on
how the design of virtual space has been oriented
to invite specific forms of play actions.
4 https://www.youtube.com/watch?v=9LS2Ewe8FTI&amp;t=144s
• Playful Use of Space – focusing on how play
can reimagine space and the expectations
connected to its use.</p>
        <p>Our framework, therefore, allow to look, at the same
time, at both the instructional architecture that is
implicitly supported by the virtual space of a game, and
how (and in what measure) that same space supports
gameplay and, simultaneously, can be renegotiated by
playful behavior.</p>
        <p>
          In the table below (Table 1), we summarize the
main metrics used, connected to the respective two
axes of our analytic framework, for the case study
analysis. The assignment of these metrics was based
on personal evaluations by both authors, based on
common criteria, that where then discussed until we
reached an agreement. The metrics for the axis of
instructional architectures largely correspond to the
main characterizing factors/variables featured in the
works of Clark [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ], Bonaiuti [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] and Bonaiuti,
Calvani and Ranieri [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] to categorize various
instructional architectures. Here, they are adapted and
translated to the field of digital games, whereby:
• The teacher corresponds to the instructional
source (system)
• The learner corresponds to the player
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Analysis</title>
        <p>Fourth, we have used our framework to guide our
analysis of the selected case study: Assassin’s Creed
Odyssey Discovery Tour. The analysis aims to answer
our research questions.</p>
        <p>
          Our analysis takes the form of a close reading [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ]
where the game is played and experienced by the
researchers, who unpack the game content and
systematize it. While being necessarily a form of
situated research – based in some measure on the
personal interpretation of the researchers – our close
reading was guided by our framework. During play, we
have kept a “gameplay diary” [
          <xref ref-type="bibr" rid="ref43 ref44">43, 44</xref>
          ] where we have
annotated our impressions, collected screenshots and
wrote down anything that seemed relevant for our
analysis.
        </p>
        <p>During play, we focused primarily on the aspects of
the game related to the exploration of digital space and
connections between spatial and pedagogical
elements. The device used to run the game was the
PlayStation Five. The analysis involved two main
phases:
• First, we familiarized ourselves with the
game, its controls and the main game elements.
• Second, we played the game. Due to the
vastness of the open-world area (38 regions) of the
game, we concentrated on exploring the tours and
the environment within the boundaries of a
specific region of the map (Attika), as it is not only
one of the most representative of Classical Greece,
but also because it seems to be the richest in game
activities. During this phase we realized our
gameplay diaries.</p>
        <p>Finally, we organized and compared our diaries and
observations of the game, systematizing them
according to our framework and highlighting the
synergies and contradictions between the two axes:
the instructional architecture and the ludic
relationship with the game space.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
      <p>1. The first phase was used to familiarize ourselves
with the gameplay and game mechanics</p>
      <p>
        Through the game menu, one accesses a quite large
and representative map of a fairly accurate Classical
Greece [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] (p. 319). Iconic ancient regions are
represented (Figure 2), e.g., the island of Kefalonia, the
region of Boeotia, Attika, Achaia, Lakonia, Arcadia, Elis,
parts of Makedonia, Crete, the Aegean islands, etc. The
regions are full of fast travel points (marked by the
green eagle icon) and “tour” points (marked by a black
and white flag symbol). The game features a total of
228 Discovery Tour sites and 30 Behind the Scenes,
points of interest with informative captions, marked
by a purple light in game space, and represented with
a black circle indicating a compass/cross on the map
(Figure 2), scattered throughout the game world. Also,
within the menu, by switching to the Tours section
(Figure 3), tours are presented divided by different
themes (Daily Life; Politics and Philosophy; Art,
Religion, and Myths; Battles and Wars; Famous Cities)
for a total of 30 tours. Each tour reports an estimated
time for completion and is led by a guide (there are 5
tour guides, historical or fictional characters: Aspasia,
Leonidas, Markos, Herodotus and Barnabas). Each
guide conducts the tour that is most appropriate to his
or her historical background (e.g., Leonidas is in charge
of conducting the tours on the theme Battles and
Wars). Still within the menu it is possible to consult the
Character section, where there are characters to unlock
and a Mount selection (rides to unlock). The release of
these characters is the vaguely gamified game-design
element to encourage exploration (unlocking depends
on how many discovery sites/tours one has visited).
Finally, there are sections for controls and a section
called Timeline that allows one to diachronically
retrace the best-known events in Greek history, from
those situated in the Minoan Civilization (2700-1350
BCE) to those relating to the period of the Battle of
Thermopylae (480 BCE) and the Peloponnese
(431404 BCE).
2. At this second phase, we concentrated on
exploring the digital game spaces offered by the digital
game. We therefore started with the introductory tour
The Acropolis of Athens and continued with others,
such as Battle of Marathon, School of Greece – Music,
School of Greece - Theatre, etc. Exploring the tours,
what is most striking is the feeling of immersiveness,
this is due to multiple elements in the space. First of all,
the photorealism: it actually feels like living spaces
very close to reality. The graphical rendering is truly
remarkable. This realism can be seen, for instance, in
the reproduction of elements that are notoriously
difficult to reproduce, such as the fire and smoke from
the braziers scattered around the game space or the
reproduction of the water surface with its waves near
the port of Piraeus. Subsequently, the liveliness of the
environment, given by a large quantity of NPCs in
period clothing moving and talking, singing and
praying (in Ancient Greek) in front of monuments.
Furthermore, the majesty of the buildings and
monuments, such as the imposing statue of Athena
(Figure 4).
      </p>
      <p>This feeling of immersiveness and the desire to
know more about the places prompted more
exploration of the play spaces and parkour
experiments. We have seen a philological attention to
detail, such as the interior of the Parthenon, which is
full of treasures, as it must have been at the time. In
addition, we noticed a considerable abundance of
elements in the urban space: places filled with statues,
temples, columns, vases of different sizes and kinds,
flags or curtains depicting the symbols of cities, and
other architectural elements typical of the period
(each environmental decoration is extremely
detailed). Experiencing parkour, we felt a great sense
of freedom. In fact, it is possible to climb almost any
building, jump from rooftop to rooftop, overcome
obstacles along the way, grab onto ledges and scale any
wall. This feeling of freedom was then amplified by
experiencing the thrill of doing what is not allowed in
the real world, such as climbing over monuments like
the Parthenon or jumping off the Acropolis in Athens.</p>
      <p>As regards the tour, we noticed that a linear route
must be followed to complete it. Each stop on the tour
(corresponding to a monument/historical place) is
accompanied by a narrator explaining its history or
curiosities. In addition, immediately after discovering
a monument/place, there is a caption that show real
images of different existing museums, so that
comparisons with the real world can also be made.
Each tour has a final quiz to measure the knowledge
acquired. The environment therefore offers many
opportunities to get to know and learn about the
culture of Classical Greece. In exploration, we made
use of game elements such as mounts and
teleportation through fast travels on the game map.
We then selected tours such as Battle of Marathon
directly from the Timeline Menu. We used also the
Tours menu (Figure 3), where we selected Democracy
in Athens. Finally, we noticed that characters and
mounts are unlocked based on how many sites and
discovery tours are completed.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <p>To answer the first question (RQ1). The game space
seems to lend itself to two main types of educational
architecture: the receptive one, which is predominant,
and, to a lesser extent, the exploratory one.</p>
      <p>
        The game is mainly based on guided tours; once a
tour is undertaken, the game space pushes for its
completion, indicating to the player the direction to
follow through yellow lines. The player thus stays in
the shoes of a visitor who step by step follows a
predetermined itinerary. The pre-structuring of
information is therefore high, interaction is limited to
experiencing parkour (i.e., climbing, jumping and
scrambling over monuments or buildings), a mechanic
not particularly demanded by tours, almost always
optional, which mostly serves to enrich the experience
and playfulness of the game. Therefore, these are
elements (pre-structuring of info, limited interaction
and control of information by the system) that
characterize receptive-transmissive architectures [
        <xref ref-type="bibr" rid="ref14 ref15 ref16">14,
15, 16</xref>
        ].
      </p>
      <p>Within the tour, one may come across discovery
sites, points of interest marked with a purple light and,
by clicking on the triangle command, discover
additional information about the game environment
(information caption). The player can clearly decide
not to follow the tour and explore on his own.
However, once the tour is activated, by straying too far
from the tour area, the game warns that if one decides
to continue the exploration, one will lose the progress
of the tour and, consequently, also the final quiz aimed
at finding out whether knowledge has been gained.</p>
      <p>
        Nonetheless, on the side of exploratory
architecture, the player does not remain totally
passive. Already the mere fact of being able to decide
whether to explore the tours through the game map
(by teleporting close to or directly onto the relevant
tour), through the selection of the various themes
directly from the Tours section of the menu, to follow a
temporal approach from the Timeline section of the
menu, decide to rely on walking exploration of the
game world, or even decide to implement several
approaches, is a game-design mechanic that in itself
indirectly contributes to a certain freedom in the
exploration of the game world. The exploration of the
spaces can also make use of two other elements; the
eagle call, a mechanic that is activated with the up
arrow of the gamepad and that shifts the character's
view to that of an eagle, giving you a bird's-eye view of
the surrounding area, in order to orient yourself, so as
to decide to map a site or a tour one intends to explore;
the use of a mount, which helps in reaching the
designated places faster and partially contributes to
the user’s enjoyment during the exploration. The
player is, of course, free to explore any place on the
vast map of Ancient Greece. This contributes, together
with the parkour mechanics and the different
approaches that can be used to explore the world, to a
feeling of full control and freedom in exploration; the
high degree of freedom and the strong control by the
player/learner (in this case: deciding autonomously
where to go, what to visit, how and when to explore)
are in fact the defining factors of exploratory
architectures [
        <xref ref-type="bibr" rid="ref14 ref15 ref16">14, 15, 16</xref>
        ].
      </p>
      <p>It should be noted, however, that the vaguely
gamified mechanics of unlocking new playing
characters or mounts do not seem to be fully sufficient
in motivating exploration of the game environment.
Even if this is an additional mode of the title (for which
there are no elements such as storytelling, stealth, etc.)
it would certainly have been useful to add other
mechanics/dynamics in the Discovery Tour, such as
other non-plot-related mini-challenges, or a clear
system of progress bars, badges, scores, etc. The
excellent graphical rendering, the care for the
reconstruction of the environment, understanding the
history, art and culture of the ancient world, talking to
iconic characters and understanding their historical
background, together with being able to experience
parkour in a vast open-world world, constitute
elements that certainly contribute overall in the
process of discovering the digital game space. Yet, this
is something that may depend on the gamer’s
inclinations or passions. A user not too fascinated by
the architecture or history of the Greek world may not
find sufficient stimulation to explore the game world.</p>
      <p>As regards spatial organization, there seems to be
an imbalance between the enormous vastness of the
explorable game space and the distribution of
tours/points of interest. The player can also randomly
discover the various points of interest (discovery sites
and behind the scene) scattered throughout the game
space without activating any tours. Nevertheless,
discovery sites are mostly concentrated in areas where
a tour is present. In addition, there are areas very
dense with activities such as Attika or Lakonia and
quite empty areas such as the island of Crete (with only
one tour), Boeotia (no tour) or, even more
conspicuously, the various Aegean islands (some with
neither tours nor points of interest). Finally, there are
many repetitive spaces and many empty natural
landscapes. This clearly has an impact on exploration.
In fact, one can run the risk of exploring for a long time
without finding points of interest (in the event that one
does not use tools such as the map, teleportation, eagle
call and mount).</p>
      <p>In relation to the second research question (RQ2),
The synergies and contradictions of space can be
explained through the two perspectives connected to
the axis related to ludic relationships with space of our
framework: Spatial Affordances for Play and Playful
Use of Space.</p>
      <p>1. As regards Spatial Affordances for Play, we can
say that these are given by a combination of several
factors:
• Linearity of tour spaces: elements in the
space, such as the yellow line that indicate the
player which way to follow to complete the tour, or
the alert message that warns, once the tour is
activated, that you are straying too far from the
path and may lose progress, induce the player to
choose to follow a predetermined itinerary.
• Limited interaction with environment: the
ability to interact with the setting is limited to
parkour, an almost always optional component.
This, unlike the saga from which the tour is
derived, lacks a pragmatic function (e.g., climbing,
running away or running across rooftops to avoid
being seen by enemies). This clearly induces the
player to follow rule-based gameplay.
• Unbalanced space layout: the points of
interest (discovery sites), while scattered across the
vast game map, are mostly concentrated in the
surroundings of the tours. Furthermore, outside
the urban areas, there are many empty spaces.
This not only causes the player to concentrate
more on gameplay in the proximity of the tours (to
the detriment of free exploration), but also causes
the player to run the risk of exploring for a long
time without finding any points of interest (in case
that he does not use mechanics such as fast travel,
eagle call and mount).</p>
      <p>
        The combination of these elements, in addition to
explaining how the design of the virtual space was
geared towards inviting specific forms of playful
actions, encourages a receptive type of instructional
architecture. The linearity of tour spaces is in fact
connected to: strong control and pre-structuring of
information by the system; elements that
characterize receptive type architectures [
        <xref ref-type="bibr" rid="ref14 ref15 ref16">14, 15, 16</xref>
        ].
Limited interaction with the environment is related to:
scarce interaction with the system; also a
characterizing factor of this architecture [
        <xref ref-type="bibr" rid="ref14 ref15 ref16">14, 15, 16</xref>
        ].
      </p>
      <p>2. As concerns the Playful Use of Space, that is given
by a combination of different aspects:
• Parkour mechanics: elements such as
jumping, climbing and clinging everywhere enrich
and gamify the play experience, allowing to break
the linearity of the tours and stimulating more
exploration of the play spaces. It also allows one to
experience the thrill of performing actions that one
cannot do in the real world (playful forms similar
to the Ilinix described by Callois), such as climbing
over statues and monuments such as the
Parthenon, jumping from one monument to
another, or even throwing oneself down into the
void from the acropolis of Athens.
• Exploratory mechanics: elements such as
the eagle call, or the use of mounts allow for a
playful use of space and help facilitate/support
exploration.
• Urban furniture: the digital spaces teem
with elements, such as NPCs living in the city
(polis) simulating real attitudes (they move, sing,
talk to each other) or buildings, colored statues,
amphorae, vases of the period. All this leads to
letting oneself be carried away by exploration and
playing more with urban space.
• Photorealism: the high level of detail in the
reconstruction of the environments gives the
player the sensation of experiencing places very
similar to the real thing, thus soliciting
immersiveness and exploration free from the
schemes of discovery tours.</p>
      <p>
        The combination of these elements, as well as
increasing the playfulness of the space, help to support
an exploratory instructional architecture. The
mechanics of parkour and exploration are in fact
linked to: strong control and freedom of the
learner, factors characterizing the exploratory
architecture [
        <xref ref-type="bibr" rid="ref14 ref15 ref16">14, 15, 16</xref>
        ].
      </p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion and future perspectives</title>
      <p>This study has shown how the digital game space of
Assassin's Creed Odyssey Discovery Tour seems to
encourage more a receptive instructional architecture
and, to a minor extent, an exploratory instructional
architecture. Furthermore, our study showed what
synergies and contradictions emerge from a digital
space that aims to create both playful and pedagogical
experiences.</p>
      <p>We have, in fact, identified specific main factors
relating to the axis of the ludic relationship with the
game space (linearity of tour spaces, limited
interaction with environment, unbalanced space
layout, parkour mechanics, exploratory mechanics,
urban furniture, photorealism) that, in relation to the
pedagogical axis, evoke, intertwine and connect with
characterizing factors of instructional architectures.</p>
      <p>In conclusion, research results may indirectly
provide useful insights into the use of the digital
environment as a Game-Based Learning tool. Different
instructional architectures can indeed lead to different
forms of learning. The transmissive-receptive
architecture, the oldest and still used today, through
features such as linearity (and unilaterality) of the
transmission of information, low interaction with the
learner (player in this case) and strong control by the
teacher (in this case the instructional source) can lead
to "knowledge-based", mechanical, by reception, or
often "mnemonic" forms of learning. It could therefore
be ideal, e.g., for briefing and de-briefing situations.</p>
      <p>
        On the other hand, an exploratory architecture,
assuming a more active role of the student
(learnercentered), through features such as strong control
(and freedom) of the learner (player), poor
prestructuring of information, can lead to forms of
meaningful learning [
        <xref ref-type="bibr" rid="ref48">48</xref>
        ] (which often occurs through
the experience of personal
exploration/experimentation that leads to forming
associations with the learner's cognitive background)
and discovery learning [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ].
      </p>
      <p>
        It must be said, however, that existing literature
establishes that approaches involving "pure" (too free)
exploration (or pure discovery approach) could lead to
disadvantages for the learner's (especially novice)
cognitive load in the learning process (see, e.g., [
        <xref ref-type="bibr" rid="ref14 ref49 ref50">49, 50,
14</xref>
        ]). Therefore, this should be strongly taken into
consideration by teachers or educators, alternating,
for instance, constant tutoring phases such as briefings
or de-briefings, or anyway trying to implement
exploratory models/systems in well-designed and
monitored instructional paths by the teacher/tutor.
      </p>
      <p>Our study is exploratory in nature and, as such, has
several limitations. We focused here on a single case
study, and within it we played primarily within the
confines of the region of Attika. While we believe that
our findings could apply to other spaces in the game –
and to similar games – our results so far are not
generalizable. Furthermore, the motivational drive for
exploration could change depending on the player's
interest in the culture of the classical Hellenic world.
Finally, the play experience may change depending on
the approach chosen: explore by walking, make use of
tools for orientation, or simply select tours from the
game menu and play more passively.</p>
      <p>Nevertheless, we think that our study can work as
a first step in the direction towards an applicable
framework on how to use digital game space as a
game-based learning tool. While gamification in
education has often focused on game design elements,
we believe that a space-centered approach, when
informed from the right educational perspectives, can
have a lot to offer in the creation of engaging,
immersive and effective game-based learning
products.</p>
      <p>This exploratory study, then, will be followed by a
controlled experiment focusing on assessing it’s the
pedagogical value and the tangible effects of following
certain instructional architectures (fostered by the
digital game space).</p>
      <p>Future studies will also have to expand our
perspective by including different forms of game (that,
for example, are not Triple-A, or feature different
representations of space such as God-games, or even
analogue games). A systematic engagement with
different ways of articulating game space, afford
playful actions and support educational outcomes
could pave the way to a new set of strategies that
would enrich the existing approaches to Game Based
Learning.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgements</title>
      <p>The present research has been supported by funds
from the National Recovery and Resilience Plan –
NRRP to Guglielmo Marconi University - PhD
Programme in Human Sciences (PhD scholarship
assigned to Michele Sardo ex DM 351/2022; CUP
C87G22000670001; scholarship unique ID 1879).</p>
    </sec>
  </body>
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