2,126 research outputs found

    Narrative Threads: supporting young people in developing writing skills through narrative-based game creation

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    This thesis examines how narrative-based game creation can be used as an activity to improve writing skills for young people aged 11-15, and how additional representational support in a game creation tool can increase the benefits of the activity. Creating narrative-based games can involve traditional writing skills as well as requiring the 21st century skills of multimodal and interactive writing. Toolsets make it possible for young people to create 3D role-playing games with a commercial look and feel, but they do not provide support for the complex task of interactive and multimodal narrative creation. To investigate the desirable features of a tool that would support this task and the associated learning, an extensive learner-centred design process was conducted. This involved teachers and young people, and also incorporated relevant theory synthesised into a design model. A suite of tools, Narrative Threads, was designed and developed through an iterative process to provide the support highlighted as important. Two evaluative studies were conducted in different learning contexts; a secondary school and a vacation workshop. A mixed-methods approach was used to examine the overall potential for the activity to support writing skills development and the impact made by additional representational support. Comparative studies between groups showed some evidence that writing skills were improved for those taking part in game creation, and there were further benefits for groups using Narrative Threads in the workshop setting, but not in the school setting. Additionally, a multimodal analysis of the games created showed that many participants demonstrated a developing proficiency in using 3D graphical elements, text and sound to convey an interactive narrative. The findings indicate promise for the approach, although additional curricular and pedagogical support would be crucial if the potential is to be actualised in a classroom context

    Assessment of Programming Challenges using Gamification

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    Real-Time Storytelling with Events in Virtual Worlds

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    We present an accessible interactive narrative tool for creating stories among a virtual populace inhabiting a fully-realized 3D virtual world. Our system supports two modalities: assisted authoring where a human storyteller designs stories using a storyboard-like interface called CANVAS, and exploratory authoring where a human author experiences a story as it happens in real-time and makes on-the-fly narrative trajectory changes using a tool called Storycraft. In both cases, our system analyzes the semantic content of the world and the narrative being composed, and provides automated assistance such as completing partially-specified stories with causally complete sequences of intermediate actions. At its core, our system revolves around events -Ăą?? pre-authored multi-actor task sequences describing interactions between groups of actors and props. These events integrate complex animation and interaction tasks with precision control and expose them as atoms of narrative significance to the story direction systems. Events are an accessible tool and conceptual metaphor for assembling narrative arcs, providing a tightly-coupled solution to the problem of converting author intent to real-time animation synthesis. Our system allows simple and straightforward macro- and microscopic control over large numbers of virtual characters with diverse and sophisticated behavior capabilities, and reduces the complicated action space of an interactive narrative by providing analysis and user assistance in the form of semi-automation and recommendation services

    A Unified Representation for Dialogue and Action in Computer Games: Bridging the Gap Between Talkers and Fighters

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    Most computer game characters are either ``talkers,\u27 i.e., they engage in dialogue with the player, or ``fighters,\u27 i.e., they engage in actions against or with the player, and that may affect the virtual world. The reason for this dichotomy is a corresponding gap in the underlying development technologies used for each kind of character. Using concepts from task modeling and computational linguistics, we have developed a new kind of character-authoring technology which bridges this gap, thereby making it possible to create richer and more interesting characters for computer games

    Proceedings of the Second International Workshop on Physicality, Physicality 2007

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    Authoring of Adaptive Single-Player Educational Games

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    Digital Educational Games, as one of the most important application areas of Serious Games, combine positive properties of digital games, such as strong motivation for players and inherent learning processes, with educational methods and technologies. Adaptive algorithms allow such games to be aligned automatically to the needs of different players, thereby increasing the learning efficacy. However, educational games are among the most complex game production endeavors, since they are often faced with small budget on the one hand and special requirements with impacts on all aspects of game development, from design through programming to asset production, on the other. Authoring tools have been successfully created and used in fields related to Serious Games and educational games, including e-Learning, multimedia, interactive storytelling and entertainment games. These tools incorporate parts of the production workflows in their respective areas and allow all authors, including non-programmers, to create applications. While it appears beneficial to create authoring tools for educational games, we find that authoring tools for educational games have to account for the higher complexity and interactivity of games compared to other forms of multimedia and that they have not been researched thoroughly in the past. These challenges are addressed in this thesis by presenting a concept for an authoring tool for adaptive educational single-player games that accounts for the specifics of educational game development. Major results are an educational game description model, concepts for adaptive control of educational games and author support mechanisms specifically for adaptive educational game authoring. These concepts are implemented in the authoring tool "StoryTec", which is validated in the course of a set of evaluation studies. The novel features of StoryTec include the specific support for adaptive educational games, a concept for structural and interaction templates shown to increase the efficiency and effectiveness of the authoring tool, as well as the support for collaborative work. It builds the foundation for a number of current and future research and development projects, including the extension towards authoring of multiplayer games, and is tested and used by over 120 members of an open community
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