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Authoring Edutainment Stories for Online Players (AESOP): Introducing Gameplay into Interactive Dramas

  • Conference paper
Virtual Storytelling. Using Virtual RealityTechnologies for Storytelling (ICVS 2003)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 2897))

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Abstract

The video gaming industry has experienced extraordinary technological growth in the recent past, causing a boom in both the quality and revenue of these games. Educational games, on the other hand, have lagged behind this trend, as their creation presents major creative and pedagogical challenges in addition to technological ones. By providing the technological advances of the entertainment genres in a coherent, accessible format to teams of educators, and developing an interactive drama generator, we believe that the full potential of educational games can be realized. Section 1 postulates three goals for reaching that objective: a toolset for interactive drama authoring, ways to insulate authors from game engines, and reusable digital casts to facilitate composability. Sections 2 and 3 present progress on simple versions of those tools and a case study that made use of the resulting toolset to create an interactive drama.

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© 2003 Springer-Verlag Berlin Heidelberg

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Silverman, B.G., Johns, M., Weaver, R., Mosley, J. (2003). Authoring Edutainment Stories for Online Players (AESOP): Introducing Gameplay into Interactive Dramas. In: Balet, O., Subsol, G., Torguet, P. (eds) Virtual Storytelling. Using Virtual RealityTechnologies for Storytelling. ICVS 2003. Lecture Notes in Computer Science, vol 2897. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-40014-1_8

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  • DOI: https://doi.org/10.1007/978-3-540-40014-1_8

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-20535-7

  • Online ISBN: 978-3-540-40014-1

  • eBook Packages: Springer Book Archive

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