dc.description.abstract |
Since animation comes in 2D and 3D graphics, a lot of motion techniques are used to make them
into a reality of significant quality picture. The thesis sought to prove the benefit that an interactive
digital game has on the transference of Intangible Cultural Heritage (ICH) and to show that a
country can preserve a lot of value when its people maintain their identity through playing the
game. Important knowledge has been lost because of the increased pace of old people dying with
their knowledge and not prioritizing cultural knowledge transference. The younger generations
appear too preoccupied with other things, in particular digital gadgets and works, rather than sitting
in moonlit meetings and receiving wisdom from the older generation. The reason the historical
artifacts, representations and instruments are not being passed down with the knowledge they
contain is primarily that the ways of passing down knowledge are tedious to today's younger
generation. The development of Nzanga interactive digital game has been in this study used as a
strategy to revive the interest of young people in the living heritage and related morals and practical
skills that can be useful for their livelihoods. The computer tools used to develop the digital game
are namely Android Studio 2021, Blender 3.0, FL Studio 20.8, Genymotion 2022, GIMP 2.10,
Inkscape 1.0, NetBeans 12.6, Unity Hub 3.0.1 and Unreal Engine 4. The Nzanga game brings
about knowledge of all three selected ICH attributes through answering game questions. The game
includes two traditional games which are Pada and Tsoro which bring back that traditional vibe
of game play. As the children play the game, they gain ICH knowledge of the Hurungwe Korekore
people with the Chundu story as a background of the Nzanga game, thus achieving all the
objectives of this thesis. The main objective is the creation of a game that is very entertaining
which revives the ICH of Hurungwe Korekore culture with localized background and language.
The target group were children between the ages of 13 and 16 years, four peri-urban secondary
schools and fourteen rural secondary schools with an estimation of one hundred students. Life
cycle models were chosen for the digital games’ development process based on the combination
of a game being software and a game being multimedia. Some of the reults after the game testing
included children getting more ICH questions correctly, increased number in the children who
liked playing digital games and increased hours spent on playing digital games.
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The Nzanga interactive digital game serves as the main instrument which acts as a medium
bridging the older generation's intangible cultural heritage knowledge and the younger on |
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