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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Improving Serious Game Design with Collaborative Storytelling</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Casper Harteveld</string-name>
          <email>c.harteveld@tudelft.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stephan Lukosch</string-name>
          <email>s.g.lukosch@tudelft.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rens Kortmann</string-name>
          <email>l.j.kortmann@tudelft.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Delft University of Technology, Faculty of Technology Policy and Management</institution>
          ,
          <addr-line>Jaffalaan 5, 2628BX Delft</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>It is challenging to design a serious game. In addition to being fun, such a game needs to be valid and meaningful. For this reason, requirement and domain knowledge elicitation are more important in designing serious games compared to designing entertainment games. Despite this importance, the elicitation occurs frequently in an unstructured manner. In this paper, we propose to use and embed collaborative storytelling in the serious game design process. We expect that this improves the quality of the game as it helps game designers to better understand the domain for which they design it. Furthermore, it will allow clients, users, and subject-matter experts to participate in and learn from the design process. We reflect on the use of collaborative storytelling by describing how an actual storytelling tool could have been used during the game design process of an existing serious game.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Designing serious games poses a different challenge than designing entertainment
games [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. With serious games we refer to those games that aim to achieve an
effect beyond the game itself. This can be for educational, for marketing, for
research, or for any other “serious” purposes. To develop such games successfully,
designers need to create a fun, valid, and meaningful game. In contrast to this,
most entertainment games solely need to be fun. For being able to develop a
successful serious game, we outline in this paper a new method to improve the
design process, namely collaborative storytelling.
      </p>
      <p>To elaborate on the usefulness of this new method it is important to
understand that to achieve a valid and meaningful game, developers need to translate
a part of reality into a game, while making sure the game actually serves the
purpose it is designed for. This requires a close collaboration with clients, users,
and subject-matter experts for two important reasons. First of all, they provide
the needed requirements and/or domain knowledge. Subsequently, their input is
necessary to judge whether the requirements and domain knowledge have been
implemented accordingly.</p>
      <p>Despite that the elicitation of requirements and domain knowledge is essential
to design a good quality serious game, no structured approach exists in practice
that deals with this. To overcome this issue, “stories” can play a (more
important) role. Telling stories are not only a given phenomenon of human practice
(including games); it is purposefully used as a method or a procedure in different
areas of application under the designation storytelling. A specific and potentially
useful method for serious game design is collaborative storytelling. This aims at
the development of a common understanding within a group by coordinated
narrating activities (when each person contributes his or her own knowledge and
his or her own interpretation of a common experience), to make implicit
knowledge explicit. A further special quality in collaborative storytelling that makes
it promising for serious game design arises from the restriction on verbal telling
of stories, i.e. from the restriction on auditive production and perception.</p>
      <p>Based on these potential advantages, we propose in this paper to structure
the design process of serious games by using and embedding a collaborative
storytelling approach. We expect that the use of collaborative storytelling
improves the quality of the game for two possible reasons. Storytelling will help
game designers to better understand the domain for which they design a game.
Furthermore, storytelling will allow clients, users, and subject-matter experts to
participate in and learn from the design process.</p>
      <p>In the following, we first further discuss the game design process of serious
games. Then, we introduce a tool for collaborative audio-based storytelling. In
the following section, we reflect on how the design of a serious game could have
benefited from collaborative storytelling. Finally, we discuss our approach and
give an outlook on future work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Designing a Serious Game</title>
      <p>To understand the need for a systematic approach to elicit requirements and
domain knowledge, we outline in this section the design process of a serious
games and its issues. First, in Section 2.1, the value of elicitation within a game
design process is indicated. Secondly, in Section 2.2, a number of issues are
discussed based on the experiences of designing a serious game called Levee
Patroller.
2.1</p>
      <sec id="sec-2-1">
        <title>The value of elicitation</title>
        <p>
          Although designing a game is largely a creative process, it is possible and also
beneficial to formalize, and thus structure, the game design process into specific
design steps that need to be taken. Based on widely accepted approaches in game
design [
          <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
          ] and software engineering [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], Kortmann and Harteveld [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] described
that designing a (serious) game consists of four sequential design phases (see
Figure 1). The four phases are explained in order below:
SCOPE In the scoping phase of a game design process, the designer and client
determine the aim, the required resources, and the planning of the project.
DESIGN In the design phase, the requirements of the game are elicited and a
functional design of the game is drawn up. This design includes the construction
of the system model upon which the game is based.
        </p>
        <p>BUILD In the build phase, a game artefact is constructed. This could be a
computer game, but may also be a board game, or a set of rules of a rather
abstract game.</p>
        <p>TEST In the test phase, developers and the client verify and validate the game.
For this they could use test players, or they could evaluate the game themselves;
this choice depends on the maturity level of the game under construction.</p>
        <p>
          The authors further argued that the design process should have three decision
moments throughout the process [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. These are necessary to potentially return
to one of the preceding phases. This iterative character makes it possible to
gradually improve the design. The design team can start the iteration cycles by
constructing and evaluating very simplified versions of a game. Over time more
complex and complete versions of this game are developed in the iteration cycles
that follow.
        </p>
        <p>Based on this design process, we can see that elicitation is needed in
every phase and every decision moment. In the first two phases it is necessary to
elicit requirements from clients and users. With these requirements, the
designers are able to set the scope and determine the functional design. During the
third phase, the build phase, elicitation of domain knowledge takes place. If the
wanted domain knowledge is simple and clear-cut it may not be needed to talk
to subject-matter experts. However, if the game is about complex processes or
implicit procedures, detailed domain knowledge is desirable. Collaboration with
subject-matter experts is further applicable when the domain knowledge itself
is ambiguous, undecided, dispersed, or when experts have different views on the
subject. In the last phase, the test phase, and at each of the decision moments, it
is necessary to elicit feedback to evaluate and validate the design choices. From
this, it can be judged whether the requirements and domain knowledge have
been implemented accordingly.</p>
        <p>
          The elicitation of these types of information is essential to serious game design
as functionality (in terms of validity and meaning) is a critical success factor.
Otherwise a serious game may not reach a certain effect beyond the game that
relates to an activity in reality [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. The problem with serious game design is that
the elicitation is largely unstructured. The case of Levee Patroller will illustrate
a number of issues that may arise due to this lack of systematic inquiry.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>The design of Levee Patroller</title>
        <p>Levee Patroller can be described – in game jargon – as a “single-player 3-D
first-person game.” This means the game is solely played by one user from the
perspective of the player character. This game the commercial game engine
“Unreal Engine 2.” In the game the player’s role is that of a “levee patroller.” These
are people who inspect the levees regularly or in cases of emergency. This
inspection activity is of high importance to the Netherlands due to the high risks
involved in a possible levee failure.1 Therefore, it was desired that these
professionals can practice their recognition and reporting skills of failures in a safe
and virtual environment. This is in particularly important, since it is difficult to
do this in reality. These types of failures occur rarely. The basic purpose of the
game is to find every virtual failure and report it (see Figure 2).</p>
        <p>From the original game design process several interesting issues can be noted
that could have been improved if a more systematic elicitation method would
have been used:
1 Levees (or dykes) are barriers that protect the land from flooding.
1. Diversity The game had a number of clients. These clients differed in
vocabulary, organizational setup, and in the type of failures they deal with
amongst many other differences. This made it incredibly difficult for the
designers to judge to what extent the clients were talking about the same issues
on the one hand, and to determine, on the other hand, how they needed to
translate the differences to the game.
2. Lack of or implicit knowledge The game design heavily depended on
the input of subject-matter experts. Little is known about failures. Only
a few pictures and reports are available. The knowledge of these experts
is largely implicit. This also became clear during the process. Frequently,
designs had to be changed, because the visualization was not exactly what
the expert had in mind. When the visualizations were made, however, much
information about the motivations of the design were lost. The designers
could not explain how the virtual failure evolved throughout the process.
The design would have highly profited from a way to capture the knowledge
of experts and make it explicit.
3. Dissensus Another issue related to the subject-matter experts is that amongst
each other they did not reach a consensus about the visualization of many
failures. Due to time pressure, and an inability of experts to assist the design
at all times, the design team mostly decided on pressing issues themselves.
If beforehand, it would have been possible to let experts comment on each
other in a flexible way, the pressing issues may have been decided on in a
more correct manner.
4. Documentation In general, this project also had trouble in documenting
design choices and feedback from clients and users. Due to this, it has become
difficult to trace back why certain decisions were made.</p>
        <p>From the above, it becomes clear that the Levee Patroller project suffered
from an unstructured approach to elicit information and implement this into
a game. Valuable information has gone lost to (a) improve the game, (b) give
feedback to the users, and (b) discuss with experts why certain design choices
were made. Therefore, we argue that this design process could have benefited
from a more systematic way of gathering information about the requirements
and the domain knowledge. When it comes to this sort of elicitation, we expect
that collaborative storytelling can play a role. The next section discusses how a
particular tool for collaborative storytelling can be used to realize this.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>CASTing – A Tool for Collaborative Audio-based</title>
    </sec>
    <sec id="sec-4">
      <title>Storytelling</title>
      <p>
        Quite recently a comeback of listening can be determined on the basis of the risen
demand for audio books [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and from the unprompted rise of podcasting [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In
our approach to requirements and domain knowledge elicitation, validation and
evolution we focus on oral narrating activities. Spoken language is the basis for
telling stories and an essential and quite natural part of human communication.
Verbal telling of stories connects to the prevalent forms of data collection in
user-centered requirements elicitation that are interviews and group discussions
with stakeholders.
      </p>
      <p>Based on these premises, a special quality in collaborative storytelling arises
from the restriction on the auditive production and perception of stories. The
focus on oral narrating activities aims at lowering the threshold for people to
participate in the process in order to facilitate equal discourse (peer-to-peer) as
well as the mutual exchange of the social roles of layman and experts
(bottomup). It is obvious that the use of collaborative storytelling that is aligned to
equal discourse or the qualification for participation makes special demands on
supporting collaborative information systems. These must be easily accessible,
self-describing and conducive for learning; in short, ease of use is essential.</p>
      <p>CASTing [8] is an information system that enables audio-based collaborative
storytelling in distributed settings. CASTing is based on a suitable
collaboration process and offers a client application that allows different actors to
collaboratively create audio-based stories as well as a web portal that serves as a
community platform to access, review, and rate audio-based stories.</p>
      <p>Considering the notion of telling and re-telling stories collaboratively in order
to develop a common understanding within a group, it is obvious that users
want to report on current events from different perspectives and to comment
existing recordings and stories. Users want to place their comments directly
at the point of interest and not at the end of an audio recording. In order to
avoid cutting the audio recordings and thereby creating a huge bunch of smaller
audio recordings, CASTing supports users to set marks in the audio recordings
which can be used to link to a section in another audio recordings. Thereby,
users can collaboratively specify stories using links between the different audio
recordings. The assembly of single audio recordings results in a directed graph
representing different alternative stories. By choosing a starting node within
this graph, alternative paths, i.e. different versions of a story, can be selected for
publication.</p>
      <p>Figure 3 shows the publishing perspective of the CASTing user interface.
The upper right corner shows a story graph with a highlighted path. The single
elements of the path are shown on the left side of the user interface and allow
users to navigate within the selected story. Stories chosen for publication are
subject to a rating within the group working on a story. Only by this
collaborative assembly the alternative representation of scenarios, use cases, stories or
requirements becomes possible as a genuine collaborative act of telling stories,
in which a group of stakeholders agrees stepwise on a common view of things.</p>
      <p>Often requirements and domain knowledge elicitation, validation and
evolution are field work and require data collection on site as well as negotiations
in distributed settings. Thus, users are collecting audio clips for a shared story
located in different locations and possibly with intermittent access to the
Internet. CASTing supports this kind of nomadic work and after performing local
changes, users are able to synchronize their changes with the latest versions of
the group’s items and resolve any conflicts that might have occurred.</p>
      <p>These key concepts distinguish CASTing from other tools for collaborative
and multimedia storytelling like StoryMapper [9], TellStory [10], PhotoStory [11]
or MIST [12]. Based on these concepts CASTing supports a storytelling process
that can be utilized in requirements engineering:
1. Creating a project team
2. Adding audio recordings
3. Segmenting audio recordings
4. Linking audio recordings
5. Publishing a story</p>
      <p>These five steps may be executed in any order. It is possible to skip steps or
to return to steps in the process. Thereby, CASTing supports the self-regulated
collaborative development of a story representing knowledge about a specific
domain. Furthermore, this open collaboration process allows all stakeholders to
add their understanding to the story graph and thereby support a evolutionary
knowledge acquisition as well as reflection process.</p>
      <p>As mentioned before, CASTing also offers a web portal which serves as
community platform and allows users to register, to create a project, to invite project
members, to join ongoing projects, to upload and share audio recordings, to
communicate via chat or message board, to view who else is currently, and to review
all project-related information. Apart from the above functionality, the web
portal also supports users in starting story-related discussions, commenting stories,
tagging content and voting on stories. These votes can be used by a project team
to decide which of the alternative threads in the story graph is finally published
as podcast to all members of the web portal and thus is available to the public.
Such a published podcast can of course be included in a new story project,
segmented by marks, linked with other audio recordings, and finally be published
again.
4</p>
    </sec>
    <sec id="sec-5">
      <title>Reflecting on the design of Levee Patroller</title>
      <p>We first described why a serious game design process needs to have more
structure for eliciting requirements and domain knowledge. Subsequently, we
discussed CASTing, a particular tool that makes collaborative audio-based
storytelling possible, and how it can be used in a game design process to deal with
the mentioned elicitation issues. Now we want to illustrate how the design of
Levee Patroller could have benefited from the use of CASTing.</p>
      <p>First, at the beginning of the project a web portal would have been published
that could be accessed by clients, users, and subject-matter experts. Three
separate folders would have been made: requirements, failures, and use. The first
folder, requirements, relates to what the game needs to become and have. The
second, failures, is concerned about the stories of the possible failures that could
be implemented in the game. Finally, the third, use, is about the experiences of
users in playing the game. The latter could be used to validate the game.</p>
      <p>Due to the distributed setup of CASTing it would have just been a matter of
giving some input to the community to enable them to respond by uploading and
sharing their audio recordings. This whole process only needs to be instigated
once by the designers and further facilitated. A possible input could be the name
or a picture of a failure. In case of requirements, it could be a single question,
such as “what does a game to train levee patrollers need to have?.” If user
participation is high, this process requires less effort and leads to much more
and better results. By means of voting, users can determine what requirements
and failures are more important.</p>
      <p>In this situation, experts can comment on each other and possibly reach
consensus. Furthermore, clients may get an understanding of each other’s position
and find a possible middle ground that satisfies each of them or find out that
they are actually talking about the same thing. But most importantly,
everything is documented. This enables designers to have a coherent and consistent
overview of all the feedback provided. It also makes it possible to go through the
evolution of the project. An additional (and unexpected) benefit of the system
could be that the input of the users can even be used inside the game
environment. An explanation of an expert could be implemented as a sound element
that is triggered whenever an explanation of a failure needs to be given.</p>
      <p>From this, it becomes clear in what way CASTing can be applied for serious
games. Although many more applications can be thought of, such as using it
actually during the game and at the end during the debriefing, its potential lies
foremost in capturing and documenting knowledge that is largely unavailable to
laymen, which game designers are when they step into a field that is unknown
to them.</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>Designing serious games is challenging. This especially accounts for capturing
and eliciting requirements and domain knowledge. These are the essential
ingredients to make a game valid and meaningful. To achieve this, collaboration
is needed, not only between the designers, clients, users, and subject-matter
experts, but amongst the whole community that is involved with the game.
Another pressing issue is to make sure this happens systematically. Many serious
game projects are too unstructured.</p>
      <p>In this paper, we proposed collaborative storytelling to overcome the
elicitation issues in serious game design. This method aims at the development of a
common understanding within a group by coordinated narrating activities. This
way, implicit knowledge can be made explicit, a restriction is made on auditive
production and perception, which has several advantages over written
production and perception, and people are able to reflect and elaborate on each other.
To illustrate what it means to use collaborative storytelling, we discussed one
particular tool called CASTing and related this to the game design process of
a serious game called Levee Patroller. From this, it could be distilled that the
original design process could have benefited from collaborative storytelling.</p>
      <p>We want to stress that this approach may not be suitable for every type of
serious game. Although documenting information is never problematic in itself,
the approach can be quite cumbersome. This may especially be true for those
serious games that are simple and clear-cut about their purpose and subject
matter. This means that project initiators have to carefully see to what extent
they can profit from this approach.</p>
      <p>To be able to make this trade-off, it is important to actually use collaborative
storytelling in practice. Any trade-offs for using the approach may become clearer
after that. Another future work that lies ahead of us is to see in what other ways
the approach can be used. It may, for example, also have a high potential for
usage during the game and at the debriefing.
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