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Bimonthly (February, April, June, August, October, December)
128 pp. per issue
8 1/2 x 11, illustrated
Founded: 1992
ISSN 1054-7460
E-ISSN 1531-3263
2008 ISI Impact Factor: 0.750
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February 2007, Vol. 16, No. 1, Pages 65-83
Posted Online January 22, 2007.
(doi:10.1162/pres.16.1.65)
Copyright by the Massachusetts Institute of Technology
Gameplay, Interactive Drama, and Training: Authoring Edutainment Stories for Online Players (AESOP) Barry G. Silverman*, Michael Johns, Ransom Weaver, Josh MosleyElectrical and Systems Engineering, School of Engineering and Applied Science, University of Pennsylvania, Philadelphia, PA
Abstract This paper describes initial efforts at providing some of the technological advances of the videogame genres in a coherent, accessible format to teams of educators. By providing these capabilities inside an interactive drama generator, we believe that the full potential of educational games may eventually be realized. Sections 1 and 2 postulate 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 3 and 4 present progress on those tools and an in-depth case study that made use of the resulting toolset to create a large interactive drama. We close with lessons learned to date and a look at the remaining challenges: the unpleasant reality that state-of-the-art tools are not yet able to boost the productivity of edutainment authors.
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