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Authoring Edutainment Stories for Online Players (AESOP): Introducing Gameplay into Interactive Dramas

机译:在线玩家(AESOP)的创作eDutainment故事:将游戏玩法引入互动戏剧

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The video gaming industry has experienced extraordinary technological growth in the recent past, causing a boom in both the quality and revenue of these games. Educational games, on the other hand, have lagged behind tlus trend, as their creation presents major creative and pedagogical challenges in addition to technological ones. By providing the technological advances of the entertainment genres in a coherent, accessible format to teams of educators, and developing an interactive drama generator, we believe that the full potential of educational games can be realized, Section 1 postulates 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 2 and 3 present progress on simple versions of those tools and a case study that made use of the resulting toolset to create an interactive drama.
机译:视频游戏行业在最近的过去经历了非凡的技术增长,导致这些游戏的质量和收入繁荣。另一方面,教育游戏已经落后于Tlus趋势,因为他们的创作除了技术人员之外,他们的创作呈现出主要的创造性和教学挑战。通过为教育工作者团队提供一致,可访问格式的娱乐类型的技术进步,以及开发互动戏剧发生器,我们认为可以实现教育游戏的全部潜力,第1节假设达到这一目标的三个目标:互动戏剧创作的工具集,可以从游戏引擎中隔离作者的方式,以及可重复使用的数字投射,以便于可携带的可携带性。第2节和3在这些工具的简单版本上提出了进度和案例研究,该案例研究使得产生的工具集创建交互式戏剧。

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