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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

Presence: Teleoperators & Virtual Environments

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 Mosley

Electrical and Systems Engineering, School of Engineering and Applied Science, University of Pennsylvania, Philadelphia, PA

*Correspondence to
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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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