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1 Dr. Stefan Göbel – ZGDV STEG’08, Maastricht, Sept. 16 th , 2008 (1) ? 80Days: Melding Adaptive Educational Technology and Adaptive, Interactive (Digital) Storytelling in Digital Educational Games Dr. Stefan Göbel Dr. Michael D. Kickmeier-Rust Digital Storytelling Prof. Dr. Dietrich Albert www.zgdv.de/distel Dept. of Psychology [email protected] University of Graz +49(0)6151.155.632 Dr. Stefan Göbel – ZGDV STEG’08, Maastricht, Sept. 16 th , 2008 (2) Structure Level 0: State-of-the Art Game-Based Learning, ELEKTRA Level 1: 80Days – Motivation, goals Level 2: Interactive Digital Storytelling, INSCAPE Level 3: 80Days – Status, results & challenges Discussion

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Dr. Stefan Göbel – ZGDVSTEG’08, Maastricht, Sept. 16th, 2008

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80Days: Melding Adaptive Educational Technologyand Adaptive, Interactive (Digital) Storytellingin Digital Educational Games

Dr. Stefan Göbel Dr. Michael D. Kickmeier-RustDigital Storytelling Prof. Dr. Dietrich Albert

www.zgdv.de/distel Dept. of [email protected] University of Graz+49(0)6151.155.632

Dr. Stefan Göbel – ZGDVSTEG’08, Maastricht, Sept. 16th, 2008

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Structure

Level 0: State-of-the Art Game-Based Learning, ELEKTRA

Level 1: 80Days – Motivation, goals

Level 2: Interactive Digital Storytelling,INSCAPE

Level 3: 80Days – Status, results& challenges

Discussion

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LEVEL 01Ready?GO!

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80Days – Motivation and goals

80Days strives for the (re-)evolution of educationaltechnology based on computer games.

The long-term vision is to make learning as appealing as gaming, or in other words, to utilize a certain amount of time that is spent on gaming for learning.

The European research project 80Days – inspired by Jules Verne‘s novel „Around the world in eighty days“ – aims at developing the necessary psycho-pedagogical and technological foundations for (also commercially) successful digital educational games (DEG‘s).

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80Days – Motivation and goals

ELEKTRA results (external perspective)– Profound theory, methods and concepts– Prototype DEG

Possible improvements– Evaluation/Benefit?– Usability & user experience, economy– Content creation, authoring?– Interactive Storytelling, macro adaptivity?

Idea: 80Days = Elektra‘ + InteractiveDigital Storytelling(INSCAPE‘)

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LEVEL 02Ready?GO!

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Interactive Digital Storytelling

Example „Titanic“

Story– True Story & fiction

Characters

Suspense, dramaturgy– Story model: 3 act model– Hollywood (Film) model

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Interactive Digital Storytelling

Idea– Stories as instrument for (interactive) transmission of content,

knowledge and incidents (real and fictive)– Usage of digital, interactive media

Goal– Fascinate/engage users– Support authors

Issues– Cost-benefit ratio: Content, Content Production, Benefit ?– Evaluation (User Experience) better learning ?

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GEIST (engl.: ghost)

Explorativelearning experience

Interactive DigitalStorytelling– „Propp model“

Technology– VR/AR– GEO/GIS/LBS

Content– Multimedia-DB

(30 years war)

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Geist

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art-E-fact

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INSCAPE (EU, FP6, IP)

Interactive Storytelling for Creative People– Simulation & Training, Edutainment, Animation & Cartoons– iTV, Business & Marketing, Life Performance

14 partners: Research, Technlogy Provider & End-Users

Authoring Tool & run-time system

www.inscapers.com

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INSCAPE

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INSCAPE – Data Integration

Content Production– Flash, Photoshop, CS3,

Blender, 3DS, Maya– CMS, Archive

INSCAPE

Core

Mandatory plug-ins Optional plug-insAdvancedCreators

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Story Control, optimisation

Story Pacing

Strategies + PoliciesStory EngineUser interactionContext„free scenes“

Narrative Paradox

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Descriptive Story Format

ICML: INSCAPE ML

Main elements– ICML_Content– ICML_Story– ICML_Strategies– ICML_Wiring

XML based– standardisation ?

Web3D (X3D)

+ gaming + learning model

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LEVEL 03Ready?GO!

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80Days – Melding ELEKTRA + INSCAPEINSCAPE

Core

Mandatory plug-ins Optional plug-insAdvancedCreators

ELEKTRA: Focus on DEG INSCAPE: Focus on authoring + IS

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Challenges, first results and open issues

Interfacing adaptive learning, storytelling and game engine

Theory & Development

High-level architecture

Game Design

Narrative paradox

Intuitive authoringfor non-programmers

Cost reduction

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80Days – Architecture, high level vs. Elektra

Elektra

80Days

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Game Design – Story Model

Story Models discussed: Aristotele, Field, Propp, McKee ..

Hero‘s Journey by J. Campbell/C. Vogler

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Game Design – Story Model: Hero‘s Journey

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Game Design – Story(board)

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Storytelling & Learning

Melding Storytelling andLearning concepts

Plot structures (story models)– Story Plot

Knowledge spaces (CbKST)– Competency Space

(automatic created) game paths?– Story Graph– Rules (Sea of patterns..)

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Storytelling & Gaming – Narrative Paradox

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Insert Coin

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Summary

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Storytelling & Gaming

„I‘m no prophet. But looking back over the past ten years,and delighting in the improvements in tools for contentcreation, I‘m confident tools will become ever morepolished and accessible. And I dream conventions forgame storytelling will evolve and mature… so we don‘thave to reinvent the wheel every time we get an idea fora game.“

Quelle: Ken Rolston,Big Huge Games,GCDC Questionaire 2007

Authoring tools,middleware,cost reduction..

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References

www.eightydays.eu (80Days project website, overview)

www.inscapers.com (INSCAPE, final release available)

www.zgdv.de ( dept. Digital Storytelling, projects)

www.zgdv.de/GameDays (Science meets Business)

Conferences: TIDSE, Virtual Storytelling, JICIDS– Int‘l Conference on Technologies in Interactive Digital Storytelling and

Entertainment– www.zgdv.de/TIDSE06 (also TIDSE03, TIDSE04)– 2008 first JICICS in Erfurt, merging with Virtual Storytelling conference series– www.ai.fh-erfurt.de/TIDSE08

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GAME OVER