Session details: VR, serious game and interactive storytelling based training/education

Author(s):  
Domitile Lourdeaux ◽  
Valérie Gouranton ◽  
Samir Garbaya
2013 ◽  
Vol 284-287 ◽  
pp. 3315-3319
Author(s):  
Jung Tsung Chen ◽  
Shao Shin Hung ◽  
Der Chian Tsaih

Despite the growing interest in interactive storytelling techniques, their actual applications to traditional gameplay design remain to be investigated. However, many game designers have expressed concerns about the incorporation of such generative techniques in traditional game titles, mainly because of the lack of control they will have over dynamically generated content. This paper proposes an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solutions in the form of automatically generated storyboards. This system uses planning techniques to produce a level solution consistent with gameplay constraints. The main planning agent corresponds to the player character, and the system uses the game actions as planning operators and level objectives as goals to plan the level solutions. Especially, in Serious Game, on the one hand, we offer an easier access and a multi-perspective view of cultural heritage artifacts, and, on the other, may also enrich and improve cultural heritage education.


Author(s):  
Rudy McDaniel ◽  
Stephen M. Fiore ◽  
Denise Nicholson

In this chapter, the authors explore the nature and function of storytelling in serious games. Drawing from the field of narratology, they explore research related to narrative expression and relate those ideas to serious game design and development. They also consider interactive storytelling and apply and adapt traditional ideas about story as a static and predetermined entity into this new setting, a setting which depends in part upon gamer participation to craft dramatic experiences. The authors conceptualize narrative as a combination of plot, character, and environment, and then use that conceptualization to devise a narrative taxonomy that is useful as a heuristic for developing stronger stories in serious games. The chapter concludes with an analysis of the hybrid FPS/RPG game Fallout 3, an analysis included to show that even highly regarded and award-winning games are lacking in the narrative coherence necessary to improve the level of dramatic immersion in virtual worlds.


2012 ◽  
Author(s):  
H. A. Mohd Noor ◽  
F. Shahbodin ◽  
N. Che Pee
Keyword(s):  

2010 ◽  
Author(s):  
Elizabeth Lazzara ◽  
Davin Pavlas ◽  
Wendy Bedwell ◽  
Kyle Heyne ◽  
Eduardo Salas

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