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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>FabulAI: Artificial Intelligence for Storytelling in Italian Narrative Adventures</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Elisa Vittoria Cosmai</string-name>
          <email>elisavittoria.cosmai@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lucia Siciliani</string-name>
          <email>lucia.siciliani@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pierpaolo Basile</string-name>
          <email>pierpaolo.basile@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>Narrative Design, Narrative Intelligence, Artificial Intelligence, Interactive Fiction, Video game,</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Bari Aldo Moro</institution>
          ,
          <addr-line>Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <abstract>
        <p>This paper presents FabulAI, a conversational system designed to facilitate the creation of interactive, text-based stories in Italian through a Telegram chatbot powered by Large Language Models (LLMs). The system aims to make narrative generation accessible to non-expert users by combining guided storytelling mechanics with the linguistic capabilities of LLMs. The paper describes the system's modular architecture, narrative design approach, and real-time interaction flow, supported by open-weight LLMs such as LLaMA-3. A user study involving 31 participants was conducted to evaluate engagement, immersion, and user satisfaction using the Game Experience Questionnaire (GEQ). Results indicate high levels of positive emotions, immersion, and willingness to replay, while highlighting areas for improvement such as narrative length and perceived challenge. FabulAI demonstrates the potential of generative AI as a creative partner rather than a replacement, ofering a replicable model for accessible interactive storytelling across educational and entertainment contexts.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The desire to tell stories and experience them first-hand has always accompanied the evolution of
human culture. Over time, storytelling has evolved to take on increasingly interactive forms, capable of
involving the user not only as a spectator but as an actual protagonist of the story. A pivotal moment
in this area occurred in the late 1970s and 1980s with the emergence of text adventures interactive
experiences in which the player, exclusively in text mode, explored imaginary worlds, solved puzzles,
and experienced the story as if he or she could actually influence the course of the plot [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ].
      </p>
      <p>
        This form of interactive fiction was one of the first expressions of the fusion of fiction and technology,
paving the way for a new conception of entertainment and imagination [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Although it has been
partially eclipsed by more visual and multimedia forms over the years, the text adventure retains a
timeless appeal and is enjoying a new lease of life thanks to recent developments in artificial intelligence.
      </p>
      <p>
        In particular, the advent of Large Language Models (LLMs) has rekindled interest in dynamic,
personalized narratives, making it possible to generate coherent, rich, contextualized text in real time. These
models, trained on massive amounts of linguistic data, are able to understand user intent and respond
lfuidly and naturally, creating the illusion of an interlocutor capable of reasoning, remembering, and
creativity [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ].
      </p>
      <p>
        Their integration into accessible and ubiquitous environments, such as instant messaging platforms,
has given rise to a new generation of conversational chatbots that can guide users in constructing
interactive stories by merging natural language with narrative logic. In this way, storytelling is being
reinvented, returning to its text-based origins, but with more powerful and flexible means that can
deliver engaging, open-ended, and much more customizable experiences than in years past [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Proceedings of AI4HGI ’25, the First Workshop on Artificial Intelligence for Human-Game Interaction at the 28th European
https://www.linkedin.com/in/elisa-vittoria-cosmai-9b881019b/ (E. V. Cosmai);
      </p>
      <p>CEUR
Workshop</p>
      <p>ISSN1613-0073</p>
      <p>
        At a time when generative artificial intelligence is emerging as a pervasive technology, it is crucial
to explore not only its functional potential but also its cultural and creative impact. Among the most
promising areas in this regard is that of interactive storytelling, understood not only as entertainment
but also as a tool to stimulate reflection, creativity and learning. The possibility of actively involving
the user in a narrative process that is guided, but at the same time open to improvisation, represents an
evolved form of cognitive participation, capable of combining logical rigour and imagination [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>The resurgence of interest in text adventures, fueled by recent innovations in language models,
underscores a still-relevant demand for narrative experiences that rely on the written word, choice, and
linguistic exploration. In this context, the possibility of using an intelligent chatbot to assist users in
constructing a personal story through a structured and responsive conversation emerges as a concrete
opportunity to rethink the role of conversational technologies.</p>
      <p>The motivation for our work stems from the desire to investigate how the combination of LLMs,
narrative game mechanisms, and conversational interfaces can give rise to new digital tools geared
towards creativity. Such tools will not only respond to commands but will also become true narrative
mediators, capable of guiding, suggesting, improvising, and adapting to the user in a coherent and
stimulating way. Our goal is to contribute to this scenario with a design approach that increases both
the accessibility of the technology and the depth of the narrative experience.</p>
      <p>This paper aims to explore and document an integrated approach to guided generation of interactive
narratives using chatbots based on advanced language models. The main objective is to design and
analyze a conversational system that guides the user in the construction of a textual story, enhancing
both the creative and technical aspects of the interaction.</p>
      <p>More specifically, our contribution aims to:
• Develop an interactive narrative infrastructure based on a Telegram bot, accessible also to
non-experts, capable of guiding the user through a structured path of text creation;
• Design a dialogic interaction model that simulates the behavior of a narrator, adapting to the
user’s choices and style;
• Analyze the dynamics of story generation and management at the technical, linguistic, and
functional levels, with attention to quality of user experience and narrative coherence;
• Evaluate the potential of the system in application areas such as creative writing, language
education, and experimentation with emerging narrative forms.</p>
      <p>Through these objectives, our work aims to contribute to research on the creative use of chatbots
by providing a concrete and replicable case study that combines interactive storytelling, artificial
intelligence, and conversational interfaces.</p>
      <p>The work presented focuses on the design, implementation, and evaluation of a conversational system
for generating interactive text narratives. A Telegram-based chatbot was developed that guides the
user through a sequence of structured messages in the personalized construction of a story, acting as a
narrative facilitator. The approach combines elements of narrative design, conversational modeling,
and user interaction, with the goal of providing an accessible and engaging experience even for those
without specific creative or technical skills.</p>
      <p>
        To evaluate the quality of the proposed experience, a study was conducted with real users. Participants
interacted with the system and then completed the Game Experience Questionnaire (GEQ) [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], a widely
used instrument in the literature to measure the level of engagement, enjoyment, excitement, and
immersion in ludic or simulated contexts. The collected results indicate a high level of engagement,
suggesting that utilizing a chatbot for guided storytelling can be an efective way to stimulate personal
creativity while maintaining a smooth and intuitive user experience.
      </p>
      <p>Finally, we would also like to draw attention to the ethical implications of the interaction between
artificial intelligence and human creativity. The use of a conversational system such as FabulAI raises
important considerations about the role of AI in the creative process: while the tool guides, suggests,
and structures the narrative experience, it by no means claims to replace the user’s imagination. On the
contrary, FabulAI is conceived as a non-invasive support, stimulating individual creativity by ofering
clues, incipits, and paths to explore, but always leaving the user in full control of content and style. The
conversational agent has no true autonomous creative capacity: it acts on the basis of predefined rules,
prompts, and responses. From this perspective, the value of the system lies not in the original production
of content but in its ability to activate the imagination, facilitate narrative flow, and accompany the
user on a personal path of expression and discovery.</p>
      <p>The paper is structured as follows: in section 2 we will explore the advancements in AI-driven
chatbots and NLP models and their impact on interactive storytelling, section 3 will present the design
and implementation of FabulAI, a Telegram-based chatbot utilizing Large Language Models (LLMs)
to create interactive textual narratives. In section 4, we will describe the experimental assessment of
FabulAI using the Game Experience Questionnaire (GEQ), focusing on user engagement, immersion,
and narrative quality, while 5 will wrap up the work with its conclusions and highlight possible future
direction. Finally, in section 6, we will discuss the limitations of the present work.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>In recent decades, artificial intelligence and machine learning have significantly transformed the way
humans interact with natural language processing systems. Chatbots and text generation models,
in particular, represent a constantly evolving field of research that has led to the development of
increasingly advanced tools capable of producing coherent and realistic textual content.</p>
      <p>
        Chatbots are programs designed to simulate conversations with humans through text- or voice-based
interfaces. Often powered by AI technologies, they are most commonly used on e-commerce platforms
to increase sales, improve productivity, and save time. Natural language processing (NLP) enables
interaction between machines and humans using everyday language. NLP methods are widely used to
develop Telegram chatbots[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Chatbots can provide content in text and audio formats. They are helpful
for discussions on creative entrepreneurship. Chatbots can answer questions on various subjects and be
used in education to enhance skills and support the development of creative and technical competencies.
      </p>
      <p>
        An example of a historical rule-based chatbot is ELIZA [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], developed by Joseph Weizenbaum.
ELIZA simulated a therapist by responding to users with questions based on textual patterns. Today,
chatbots powered by GPT-4 or Claude 3 use Large Language Models (LLMs) to generate much more
precise and adaptable responses [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In recent years, models such as BERT (Bidirectional Encoder
Representations from Transformers) and GPT (Generative Pre-trained Transformer) have significantly
improved the quality of text generation and revolutionized the field [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ].
      </p>
      <p>
        Natural Language Processing (NLP) techniques are widely used for processing narrative content in
tasks such as sentence segmentation, entity recognition, information extraction, and anaphora resolution
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. On the other side, NLP enables the construction of complex narratives through event graphs,
generating semantically richer texts. An approach based on knowledge graphs enables the mapping of
precise causal relationships between events, thereby enhancing the grammatical and semantic accuracy
of generated narratives[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Frameworks such as PANGeA use NLP to ensure narrative coherence in
video games and prevent out-of-context inputs. The system dynamically evaluates textual input against
the game’s rules, aligning content generation with narrative intent. NLP also helps maintain coherent
narrative conversations between non-playable characters (NPCs) and can overcome the context-length
limitations of language models [16]. Another important research direction is to provide metrics that
allow the quality and fidelity of generated content to be evaluated and compared with texts written by
human authors [17].
      </p>
      <p>
        The most advanced text generation models are based on LLMs. GPT models developed by OpenAI can
generate fluent, well-structured text thanks to billions of parameters trained on large volumes of textual
data [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. LLMs ofer a new level of flexibility in procedural generation, enabling the creation of dynamic
plots that evolve with user input [16, 18]. LLMs can also generate playable narrative assets, such as
scripts for non-playable character (NPC) interactions and real-time dialogues. PANGeA (Procedural
Artificial Narrative using Generative AI) [ 16], on the other hand, uses LLMs to generate narrative
content for turn-based RPGs. It includes a memory system, a validation system, a Unity plugin, and
a server with a RESTful interface. The system procedurally generates level data, including settings,
key items, non-player characters (NPCs), and dialogues, based solely on configuration and design rules
provided by the game designer. Furthermore, PANGeA utilises the Big Five Personality model to inform
NPC responses, thereby enhancing the realism of interactions between players and NPCs. However,
LLMs may produce of-topic content in response to free-form text input, necessitating the integration
of validation systems [16].
      </p>
      <p>One of the most recent and well-known examples in this field is the Nemesis System [ 19]. It is
an artificial intelligence and gameplay system that was first introduced in Middle-earth: Shadow of
Mordor (2014) and later refined for Middle-earth: Shadow of War (2017). Both games were developed
by Monolith Productions. The system’s primary objective is to generate “emergent” stories through
the interaction between players and AI-controlled enemies, ensuring that each playthrough is unique.
The system can create a dynamic hierarchy of enemies, particularly orcs, who evolve and remember
previous encounters with the player. For example, a simple warrior can become a captain by killing
the player. When the player respawns, they may encounter the same enemy, who will remember the
previous battle and alert the rest of the army to attack. This is one of the few examples of AI in video
games that can generate believable narratives and enrich the game world dynamically.</p>
      <p>Narrative bots represent an interesting evolution of interactive storytelling. They enable users to
actively participate in shaping the story through their choices and interactions, doing so in a more
immediate and accessible manner. One of the most well-known projects in this area is AI Dungeon 1,
a platform that utilizes LLMs to generate interactive stories in real-time. AI Dungeon uses advanced
neural networks to interpret and respond to user input, creating personalized, constantly evolving
storylines based on choices made.</p>
      <p>In addition to AI Dungeon, other games and chatbots have demonstrated the potential of interactive
storytelling on messaging platforms and beyond. Lifeline2 is a mobile game based on text choices
and simulates a conversation with a stranded astronaut. Users must make decisions that influence the
protagonist’s fate. Reigns3 is a narrative system that uses swipe mechanics to let players make political
decisions for their kingdom and thereby afect the story’s development. FlorenceBot is a Telegram
bot developed for patients with brain tumours as part of the INNV-13 Telegram chat application. The
King is a system that evaluates the validity of user-provided stories, ofers feedback, and continues
the narrative when appropriate. It uses a “one-shot example” prompt to ensure the model follows
the correct format. This system is used in the video game 1001 Nights and is based on GPT-4 [20].
AdventurA GPT4 is a GPT-4–based model that acts as a Dungeon Master within a story and creates
a unique narrative for each player. Heartfelt Narratives is a project that explores evoking empathy
through storytelling and sharing personal experiences. It provides publicly available annotations, study
ifndings, and language model outputs [ 21, 22].</p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>Our work aimed to design and implement a conversational system that can generate interactive stories
in text by exploiting LLMs. The primary goal of the entire process is to ensure replicability, which we
define as the ability of the design to be reproduced independently by third parties using the provided
instructions, code, and configurations. For this reason, we adopted a modular, documented approach
utilising open-source technologies and publicly accessible services.</p>
      <p>FabulAI is a Telegram chatbot that guides users in creating personalized, interactive narratives. Each
interaction follows a structured yet flexible flow. First, the user defines initial parameters, such as
setting, role, and character name. Then, the user acts freely, scene by scene, as the system generates
narrative text in response to their actions.
1https://aidungeon.com/
2https://www.3minute.games/
3https://www.reignsgame.com/reigns
4https://chatgpt.com/g/g-676f9c5b4e08191bcca8c6a10cccf70-adventura-gpt</p>
      <p>The methodological approach is based on four fundamental principles.
1. Modularity: Each component of the system (e.g., interface, input management, text generation,
and data storage) is designed as an independent module to facilitate understanding, maintenance,
and reuse;
2. Incrementality: Development occurred in progressive stages, with individual functional blocks
(e.g., bot initialization, shift management, LLM integration, and database saving);
3. Accessibility: Free, accessible tools and services (e.g., Telegram, Together AI, and SQLite) are
chosen;
4. Realistic Interaction: The user should perceive the narrative experience as fluid, coherent, and
immersive. To this end, a dynamic prompting system and a turn-based narrative structure with
defined limits are adopted.</p>
      <p>All the software is written in Python and utilizes open libraries, including python-telegram-bot,
SQLite3, and the Together AI API for prompting LLM models. Together AI was chosen for the ability to
use high-level templates free of charge (with monthly limits), and for direct compatibility with Python.
In particular, we rely on the Llama-3.3-70B-Instruct-Turbo model provided by Meta. The database is
used to store stories and all related attributes such as: user ID, story title, narrative phase, character,
setting, protagonist name, accumulated text, turn counter, and timestamp.</p>
      <p>Each component of the system is independently built and designed to be reusable, ensuring ease
of maintenance and flexibility. The system is structured around four main modules and follows a
turn-based user-bot interaction flow that saves narrative state persistently.</p>
      <p>The four modules are:
1. Main initializes the Telegram bot, loads environment variables (token and API key), registers
handlers, and starts polling.
2. Handler contains the interaction management logic. It handles the entire game cycle, including
receiving input, checking the state of the narrative, building prompts, sending requests to the
LLM model, and receiving and forwarding the response to the user.
3. DB deals with creating and managing the SQLite database. It provides functions to create new
histories, update progress in the story, and load and save user data.
4. Config collects project constants, including settings, narrative roles, the maximum number of
turns, and guiding messages.</p>
      <sec id="sec-3-1">
        <title>The interaction between the modules is sketched in Figure 1</title>
        <sec id="sec-3-1-1">
          <title>3.1. User-Bot Interaction Flow</title>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>FabulAI guides the user through a structured sequence.</title>
        <p>1. Start with /start command: The bot checks if there are any saved stories for the current user.</p>
        <p>If not, the bot proposes creating a new story.
2. Story creation: The user selects a setting (e.g., fantasy or cyberpunk) and a character (e.g., wizard
or knight), then enters the name of the main character. Each choice is guided via an interactive
keyboard.
3. Incipit generation: Once the initial information has been collected, a prompt is constructed to
generate the introductory paragraph via the LLM template. The result is sent to the user.
4. Turn-based game phase: At each turn, the user enters a free-text action. The system then
updates the narrative context and generates a continuation consistent with the accumulated story.</p>
        <p>This process repeats up to the maximum number of turns (e.g., 10).
5. Generation of Ending: When the set limit is reached, a consistent narrative conclusion is
generated, closing the story arc.
6. Saving and resuming: All information is saved in real time in the database. Users can stop and
resume the story at any time.</p>
        <p>FabulAI utilizes a state structure to track the narrative’s progress. Each story is associated with a
unique identifier and a current state ( phase), which can be one of the following: 1) Setting - setting
selection; 2) Character - selection of role; 3) Name - entry of the protagonist’s name; 4) Game - active
phase of the narrative; 5) End - conclusion of the story.</p>
        <p>With each state change, the database is updated to record the full narrative text, the number of turns
taken and a timestamp. This management system ensures narrative continuity, even in the event of an
interruption, and allows for easy extension to future scenarios, such as multi-user matches or parallel
stories.</p>
        <p>To facilitate interaction, the system uses custom Telegram keyboards instead of free text input in the
early stages. This approach reduces the risk of errors, streamlines the selection process, and enhances
the overall user experience. Additionally, all bot responses are accompanied by guidance messages to
facilitate understanding of the flow and available commands. Interactions are handled asynchronously
to ensure responsiveness, even with multiple active users.</p>
        <sec id="sec-3-2-1">
          <title>3.2. Narrative Text Generation</title>
          <p>The heart of the FabulAI system is the narrative text generation. The goal is to produce coherent,
creative, and contextually relevant content that shapes a progressive and personalized narrative based
on user choices and actions. To this end, a large language model (LLM) has been integrated via the
Together AI API.</p>
          <p>At each turn, the system generates a dynamic prompt. This prompt provides the model with all
the necessary information to generate a credible and engaging narrative continuation. The prompt is
automatically generated based on the current state of the story. It includes the role of the model (in this
case, an expert narrator), the narrative context, the user’s actions in the current turn, and guidance on
the narrative style.</p>
          <p>Example of prompt used during the story:
You are a text adventure storyteller.</p>
          <p>The player is playing a {character} named {name} in a world {environment}.
Current story status:
{story}
Player action:
{action}
Continue the story in a coherent way, describing what happens after the action.
Max 180 words.</p>
          <p>If the player uses foul language try to integrate it into the story without
pointing out his language.</p>
          <p>Do not make references to real people.</p>
          <p>This approach enables the model to produce output that maintains narrative consistency without
requiring fine-tuning or additional training.
3.2.1. Generation Parameters
The Together AI API call includes a set of generation parameters that can impact the output generated
by the model, such as: Temperature, Top-K, Top-p, Repetition Penalty and Max Tokens. In FabulAI,
these parameters are not kept frozen throughout the interaction with the user; in fact, they are modified
to optimise and balance creativity and consistency at each narrative stage. During the incipit generation,
the temperature and length are set to high values to enrich the introduction, in the turn-based game
phase, the parameters are then balanced to maintain plot control and try to ensure coherence, finally in
the generation of ending, they are modified to have greater focus on consistency and narrative closure.</p>
          <p>Throughout all phases, we employ a zero-shot prompting approach. Each response is generated from
the dynamic prompt without preset examples. This mode is well-suited for open and flexible scenarios,
such as textual stories. The generated output is saved in the SQLite database as a continuation of the
story and sent to the user via a Telegram message. This process repeats at every turn, updating the
context and adapting in real time to the user’s decisions.</p>
          <p>In the final stage, the prompt includes explicit instructions to stimulate a plot conclusion. For example:
“Generate an ending (max. 200 words) that concludes the adventure satisfactorily but still leaves open
the possibility of a sequel. Adapt to the state of the story at that time, considering the player’s previous
actions, and generate an ending that is consistent with the rest.”
3.2.2. Example of the FabulAI Telegram Bot Interface
The Telegram bot interface was developed to facilitate intuitive interaction with the narrative system,
guiding users through each stage of story creation and development. As illustrated in Figure 2a and
Figure 2b, the interface employs interactive buttons and guided messages to simplify the selection of
key narrative elements (setting, character, and protagonist name), followed by a turn-based interaction
phase.</p>
          <p>All interactions between the user and the bot are conducted in Italian. The prompts, generated texts,
and guiding instructions are fully localized, ensuring semantic coherence and fluency in the target
language.</p>
          <p>The code of FabulAI is available on GitHub5.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Evaluation</title>
      <p>The experimental evaluation phase provides an objective assessment of the FabulAI system’s
efectiveness in generating high-quality interactive narratives. Involving real users in the testing phase allows
us to observe the system’s performance and evaluate its impact on entertainment and engagement.</p>
      <p>The evaluation aims to understand how users perceive interaction with the narrative chatbot and
assess whether this modality can stimulate individual creativity, maintain interest over time, and provide
a fluid, coherent narrative. In this sense, the system is regarded not merely as a set of technical functions
but also as a narrative and communicative device with its immersive potential.</p>
      <p>An additional objective is to evaluate the impact of artificial intelligence. The underlying hypothesis
of the experiment is that a conversational agent designed with attention to narrative context and
equipped with a guided structure can naturally and engagingly accompany the user in constructing a
story without imposing itself or limiting the user’s creative freedom.
(a) Story and Character Creation
(b) Interaction with the Bot</p>
      <p>
        To investigate these dimensions, we used the Game Experience Questionnaire (GEQ) [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], an
internationally validated tool in the field of game experience research. The GEQ is particularly well-suited
to this type of research because it considers more than just functional or technical aspects, ofering a
comprehensive view of the user experience.
      </p>
      <p>The GEQ is structured into multiple modules, each designed to evaluate specific aspects of the user
experience. In this study, the following modules are used:
• The In-Game Module evaluates how the user feels during interaction, including immersion,
tension, positive or negative emotions, sense of competence, and perceived challenge.
• The Post-Game module measures impressions after the experience (e.g., fatigue, recovery,
satisfaction, and willingness to repeat the activity).
• Additional Items: includes specific binary-response questions that directly investigate levels of
enjoyment, willingness to reuse the system, and sense of control over the experience.</p>
      <p>Responses are collected on a 5-point (0-4) Likert scale ranging from “not at all” to “very much” and,
in some cases, through “yes/no” questions to facilitate analysis and interpretation.</p>
      <p>The GEQ was administered digitally via a Google Forms module accessible through a link. We
merge the in-game and post-game modules that are compiled at the end of the experience. We avoid
interrupting the story to compile the in-game module since the game session is short and we want
to measure the user experience when the story ends. Participants were encouraged to complete the
questionnaire immediately after finishing their story to preserve perceptual fidelity and minimize
memory-related distortion.</p>
      <p>The main dimensions assessed by the GEQ are:
• Immersion: This measures how involved and absorbed the user feels in the narrative experience,
to the point of forgetting the real environment.
• Positive Emotions: Evaluates the presence of pleasant feelings, such as enthusiasm, enjoyment,
and satisfaction.
• Negative Emotions: Detects states such as frustration, boredom, discomfort, or irritation during
interaction.
• Tension: Measures the perceived pressure or anxiety during gameplay and helps determine
whether the experience is relaxing or stressful.
• Competence: Detects feelings of mastery, control, and the ability to manage the interaction.
• Challenge: Measures the perceived dificulty encountered during the experience in relation to
one’s abilities.
• Recovery: Analyzes the feeling of relaxation or unwinding after the experience.
• Fatigue: Identifies any mental or physical tiredness caused by the activity.
• Desire to Continue: Indicates how willing the user would be to repeat the experience in the
future.</p>
      <sec id="sec-4-1">
        <title>4.1. Experimental Setting</title>
        <p>During the testing phase, users interacted with the FabulAI chatbot via the Telegram app on their
devices (smartphones or PCs) without direct supervision to preserve the experience’s autonomy and
spontaneity.</p>
        <p>Users received a direct message with a link to start the story. Once the conversation with the bot
began, users were guided through the initial stages of selecting a setting, character, and protagonist’s
name. Then, they participated in the interactive narrative for a total of ten turns.</p>
        <p>Afterwards, the system generated an automatic conclusion and provided a link to a Google Forms
module containing the GEQ questionnaire. Users are invited to complete the questionnaire immediately
after finishing their story to ensure a vivid memory of the experience.</p>
        <p>The average interaction lasts 10–15 minutes, and completing the questionnaire takes an additional
2–4 minutes. The entire process lasts less than 20 minutes and does not require technical support.</p>
        <p>Thirty-one participants took part in the experiment, and all completed both the narrative interaction
and the questionnaire.</p>
        <p>The sample consisted primarily of university students and young adults between the ages of 20 and
32, and is balanced in terms of gender. While most participants report moderate familiarity with digital
technologies, fewer have experience with text-based games or interactive fiction. Some participants
have no experience with video games. This diversity in background enabled us to test the system’s
accessibility and usability across a varied audience representative of potential casual users.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Analysis of Results</title>
        <p>The data collected through the GEQ is processed to obtain a quantitative overview of the main
dimensions of the user experience. For each measured scale (immersion, positive emotions, negative emotions,
tension, competence, challenge, recovery, fatigue, and desire to continue). The results are reported in
Figure 3</p>
        <p>Following, we analyzed results for each dimension of the GEQ questionnaire and report the average
score for each of them.</p>
        <p>• Positive emotions (3.0): Participants expressed very positive feelings about the overall
experience. This suggests that the game evoked positive emotions, such as happiness, satisfaction, and
pride, while interacting with the bot.
• Sensory and imaginative immersion (2.8): Users reported a high level of engagement,
conifrming the bot’s ability to provide immersive, creative experiences.</p>
        <p>• Flow (2.6): Most users maintained interest and focus throughout the story, suggesting that the
narrative was engaging enough.
• Perceived competence (2.6): Participants generally felt capable of handling the game’s
challenges and reported a sense of control and competence.
• Challenge (1.0): The game was not perceived as particularly dificult. This suggests that the
experience was too easy, and increasing the challenge could enhance the sense of accomplishment.
• Return to reality (0.9): Most participants had no dificulty returning to reality after the game,
indicating that the experience was immersive yet comfortable.
• Tension/boredom (0.4) and negative experience (0.3): The game did not generate significant
stress or negative sensations, such as boredom, fatigue, or frustration. This underlines that the
emotional experience was well-balanced.</p>
        <p>Responses to the binary question are reported in Table 1. The results of the first question clearly show
that almost all users would like to continue to experience additional stories, confirming a high overall
satisfaction. Moreover, results for the second question indicate that around 6 out of 10 users would have
preferred a longer story, while about 4 out of 10 found the length adequate. Ofering variable-length
options can be helpful in better meeting the needs of diferent users.</p>
        <p>Question
Would you like to play another story?
Did you wish the story had lasted longer?
YES
96.8%
58.1%</p>
        <p>NO
3.2%
41.9%</p>
        <p>Analysis of the results obtained through the GEQ confirms that interaction with FabulAI generated a
positive, well-balanced experience overall. The high average score for positive emotions and level of
immersion indicates that users found the activity engaging, enjoyable, and creatively stimulating.</p>
        <p>The solid score in the “flow” dimension suggests that the system-guided narrative successfully
maintained users’ attention and interest throughout the interaction. Although the perceived competence
score is not particularly high, it is suficient to give users a sense of control and understanding of the
game dynamics.</p>
        <p>The low values related to tension, fatigue, and negative emotions are an essential indicator of the
experience’s overall balance: the system provided a safe, non-stressful environment accessible to
inexperienced users.</p>
        <p>The only negative element that emerged is the low perceived level of challenge, suggesting the
potential to introduce optional mechanisms for increasing dificulty or alternative, more complex paths
for advanced users.</p>
        <p>Finally, responses to binary questions confirm a strong interest in continuing the experience with new
stories and highlight a significant desire for longer narratives. This provides a concrete opportunity to
improve system personalization by ofering users a choice between short and long stories, for example.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions and Future Works</title>
      <p>This work aims to design, develop, and evaluate a conversational system that could guide users in
creating an interactive textual narrative. Named FabulAI, the system was implemented as a Telegram
chatbot. It is based on the integration of large language models that generate coherent, context-aware
content in response to user input.</p>
      <p>The methodology includes a modular technical development phase followed by empirical
experimentation with real users. The entire process is guided by the principles of replicability and accessibility,
making the experience engaging and creative for non-expert users. Overall, this study demonstrated
the feasibility and efectiveness of an artificial intelligence-supported narrative approach capable of
merging linguistic interaction, guided storytelling, and a personalized user experience.</p>
      <p>Data collected during the experimental evaluation, based on the Game Experience Questionnaire,
indicate that FabulAI provided a positive, accessible, and engaging narrative experience. Most users
reported a pleasant experience, highlighting feelings of enthusiasm, curiosity, and fulfilment. The
immersion is satisfactory, and the system successfully captures users’ attention and maintains their
focus throughout the narrative, encouraging active participation in the story’s development. Moreover,
users demonstrated a good understanding of how the system works, and they do not encounter
significant dificulties during interaction, even without supervision. Finally, the emotional stability
of the experience is also notable, as the interaction is free of stress or frustration, and no significant
negative emotions are reported.</p>
      <p>Future developments for the FabulAI project include ofering customizable story lengths and dificulty
levels, implementing branching narratives for greater interactivity, integrating multimedia elements to
enhance immersion, and fine-tuning the chatbot for more nuanced and coherent storytelling.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Limitations</title>
      <p>While the user sample is suficient for an exploratory analysis, it remains numerically limited and
primarily consists of young adults with a high level of digital literacy. This may have positively
influenced the perceived ease of use and willingness to interact with the system.</p>
      <p>A second limitation is the fixed length of the narrative, which always unfolds over ten turns. While
this approach ensured uniformity across tests, it may be too inflexible for users who prefer shorter or
longer experiences. It may also not adapt to all narrative rhythms or play styles.</p>
      <p>From a technical standpoint, the interaction is currently text-based and sequential. It lacks
multimedia elements, advanced personalisation, and complex branching mechanics. Furthermore, adaptive
mechanisms that enable the system to adjust the tone, dificulty, or story structure based on user
behaviour have yet to be explored.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>We acknowledge the support of the PNRR project FAIR - Future AI Research (PE00000013), Spoke 6
Symbiotic AI (CUP H97G22000210007) under the NRRP MUR program funded by the NextGenerationEU.</p>
    </sec>
    <sec id="sec-8">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the author(s) used Grammarly to: Grammar and spelling check.
After using these tools, the authors reviewed and edited the content as needed and took full responsibility
for the publication’s content.
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