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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>80Days: Adaptive Digital Storytelling for Digital Educational Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Stefan Göbel</string-name>
          <email>stefan.goebel@kom.tu-darmstadt.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Florian Mehm</string-name>
          <email>florian.mehm@kom.tu-darmstadt.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sabrina Radke</string-name>
          <email>sabrina.radke@httc.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ralf Steinmetz</string-name>
          <email>ralf.steinmetz@kom.tu-darmstadt.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Multimedia Communications Lab - KOM, TU Darmstadt</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>httc Hessisches Telemedia Technologie Kompetenz-Center Merckstr.</institution>
          <addr-line>25, 64283 Darmstadt</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The overall aim of the European research project 80Days situated in the field of Technology-enhanced Learning is to combine adaptive learning, Storytelling and gaming technology in order to build intelligent, adaptive and exciting learning environments in the form of Storytelling-based digital educational games (DEGs). This paper presents the major results of the Serious Gaming group at TU Darmstadt achieved in the first development cycle of 80Days: Based on a short introduction in section 1 providing a brief overview of the 80Days approach and key challenges being addressed, section 2 introduces methods and concepts of an adaptive digital storytelling framework and indicates how this contributes to intelligent personalisation and adaptation in DEGs. Section 3 describes practical results in terms of a first technical platform of 80Days integrating an adaptive learning engine, story engine and game engine plus a content repository and StoryTec as authoring environment to create such Story-based DEGs. Section 4 summarizes the current status and main results of the 80Days approach achieved so far including first evaluation feedback, and points out further research and development activities.</p>
      </abstract>
      <kwd-group>
        <kwd>Technology-enhanced Learning</kwd>
        <kwd>Digital Educational Games</kwd>
        <kwd>Digital Storytelling</kwd>
        <kwd>Personalization</kwd>
        <kwd>Adaptation</kwd>
        <kwd>Authoring Tools</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        80Days1 is a pathbreaking research initiative to explore new frontiers in Digital
Educational Games (DEGs), which combine effective learning with fun and pleasure.
The conceptual and technological basis of the highly interdisciplinary 80Days
approach enforcing cooperative research among cognitive scientists, psychologists,
computer scientists, game technology provider, designers or evaluation experts are
built by the results achieved within ELEKTRA2 [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and INSCAPE3 [
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ] situated in
the fields of Technology-enhanced, game-based Learning respectively Intelligent
Content and Semantics and authoring tools for the creation of interactive multimedia
stories. Hereby, the Serious Gaming group at TU Darmstadt (TUD; being established
late 2008, arisen from the former Digital Storytelling group at the Computer Graphics
Center (ZGDV e.V.) in Darmstadt) brings in its comprehensive know-how in the area
of Interactive Digital Storytelling and Storytelling based Edutainment applications [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
as well as its technical achievements out of
INSCAPE, namely ICML as XML-based
format to describe interactive stories and
first demonstrator versions of a Story
Engine and a Story Editor [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] to create,
structure, experience and control
ICMLencoded stories in Storytelling platforms
such as INSCAPE. These concepts and
technologies are further cultivated within
80Days and –combined with learning and
gaming concepts– being adapted to the
needs of Story-based DEGs (see Figure 1).
      </p>
      <p>The main questions tackled within the Fig. 1. Technology-enhanced Learning
first project period of 80Days have been
“What makes a good, Story-based learning game?” on a fundamental level and, more
concrete “How to build such an exciting game?” as well as “How does a story
continue at a certain moment during play?”. To answer these questions, the
consortium investigated research in adaptive, interactive digital storytelling as well as
learning and psychology including competence development.</p>
      <p>
        From a Storytelling perspective, the major challenges we addressed so far concern
a) integration issues, both on a conceptual and technical level, b) the Narrative
Paradox describing the conflict between author and player control [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], c) the
question what happens during run-time when some conflicts occur among the
different approaches and underlying methodologies respectively among the
corresponding run-time components (Game Engine, Story Engine and Adaptive
Learning Engine) and how the game continues? The following sections of this paper
concentrate on those adaptive storytelling aspects for DEGs; first conceptual
approaches to merge Storytelling and learning aspects and related State-of-the Art
research work are described by Kickmeier-Rust, Göbel and Albert in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], detailed
information about methodologies of the Learning engine is provided by Albert and
Peirce et. al. in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>2 Adaptive Digital Storytelling Framework</title>
      <p>During the first project year of 80Days, an adaptive storytelling framework has been
conceptualized addressing the RTD issues mentioned above. Central aspects include
the analysis and use of appropriate story forms, structural story models (serving as the
threads of stories) and the conceptualization of Narrative Game-based Learning
objects (NGLOBs) as atomic story units to compose such Story-based DEGs.</p>
      <sec id="sec-2-1">
        <title>2.1 Story Forms – Sequencing in DEG</title>
        <p>With respect to macro adaptation and the question how a story continues at a specific
moment during play, figure 2 presents the main classes of story forms for games and
the pros and cons of its usage for sequencing and macro adaptation in DEGs.
The simplest form represents the linear approach: The advantages are that the
author has full control of the story and it is quite easy to implement that approach
from a game developers perspective. Contrary, the major drawback is the lack of
flexibility and possibilities for personalisation and adaptation in the sense of macro
adaptivity and sequencing. Branching is a little more complex than the pure linear
approach and more expensive in terms of content production, however, there is still
full authorial control and a lack of flexibility for macro adaptation.</p>
        <p>The non-linear approach is more flexible and provides some space for macro
adaptation and sequencing of story units due to the variety of transitions per story
unit. Nevertheless, there is a limited possibility to combine and re-use story units in
different scenarios, story lines and contexts, for instance different user groups, game
lengths or game modes in 80Days.</p>
        <p>
          Within the modular approach, the set of story units might be understood as “a sea“
of story modules, which might be (in principle) freely connected and combined with
each other. This approach builds the basis for emergent narrative Storytelling systems
[
          <xref ref-type="bibr" rid="ref13 ref4">4, 13</xref>
          ] and offers best opportunities for macro adaptation and an almost endless set of
possible storylines/paths or sequences of story modules. On the other side authorial
control is very limited –contrary, the player gets more or less full control over the
scenario– and it becomes quite difficult to “guarantee” a suspenseful story.
        </p>
        <p>In sum, it is definitely not possible to determine which story form is most
appropriate for adaptive, Story based DEGs. Contrary, from our perspective, the
challenge is to combine the different forms and find some good balance among linear
and modular concepts to provide enough flexibility for macro adaptation and
sequencing on the one hand and simultaneously to “guarantee” some suspenseful
story based on well-proven and elaborated story structures such as story models used
in literature, theatre, TV/film or Story-driven adventure games.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Hero’s Journey as Thread</title>
        <p>
          From a top-down perspective, that combination of linear and modular concepts might
result in some guided, but still open and flexible story structure such as the Hero‘s
Journey [
          <xref ref-type="bibr" rid="ref16 ref2">2, 16</xref>
          ] well proven in the field of learning games, especially learn
adventures. We identified the Hero’s Journey (see figure 3) as the most appropriate
existing story model matching the requirements of 80Days to create highly flexible
and adaptive, yet suspenseful and informative DEGs following the RTD paradigms of
80Days.
        </p>
        <p>In demonstrator 1 of the 80Days approach being prepared as “early demonstrator”
after project month 15, the first part of the Hero‘s Journey (the departure) and a good
portion of the middle part (the initiation), have been covered: A cinematic intro has
been produced to cover the story start and first steps of the Hero‘s Journey, a tutorial
(introducing geography as subject and explaining the gameplay) might be understood
as first threshold.</p>
        <p>
          Further, different micro missions (~story units or quests/ level in a typical game)
refer to the dramaturgic function of the road of trials, which represents the modular
part of the story model. This means, (in theory) the players can decide the order of
micro missions on their own, whereby, (in practice) not all sequences (=learning
paths) do make sense. For instance, based on CbKST (Competence-based Knowledge
Space Theory) and underlying skill structures [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ], it might be better to visit a micro
mission 1 first and to learn something about subject A, before mission 2 with a
subject B (where it is useful or even necessary to have some background knowledge
on skill A). Therefore, the skill structure and useful transitions among micro missions
are used within the authoring tool to define reasonable transitions among micro
missions and its corresponding associated skills.
        </p>
        <p>The rest of the story model, especially the climax of the story, where the transfer of
the moral of the story (“Save the earth!” in the DEG on geography in demonstrator 1
of the 80Days approach) should take place and the third part of the story, the return to
the ordinary world, will be tackled within the next project period for the preparation
of a second demonstrator version.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3 Narrative Game-based Learning Objects</title>
        <p>From a bottom-up perspective, the question is what makes an atomic story unit
combining storytelling, learning and gaming methodologies and how to combine
those units in a reasonable sequence.</p>
        <p>For that, in a first step we extended our existing model for story objects and
conceptualised narrative, game-based learning objects and annotated the story objects
of ICML with a triple FD x FL x FG of dramaturgic, learning and gaming functions: A
dramaturgy function FD has been introduced in order to indicate which dramaturgic
steps (of an underlying story model such as the Hero’s Journey) are fulfilled (by
which degree) by a NGLOB; the related skills are covered by a learning function FL
and the game modes (referring to different user and player groups) by a gameplay
function FG. Further, weight factors wD, wL and wG have been defined to indicate the
degree of appropriateness of particular NGLOBs to fulfil a specific dramaturgic
function (a concrete step of the Hero’s Journey, e.g. to transport the moral of a story),
learning function (e.g. to provide map skills in the subject of geography via specific
methodic-didactic concepts and interaction templates) or gameplay function (e.g. to
provide as much as possible information for studious gamers or to make a learning
situation as exciting as possible to match the needs and expectations of experienced
gamers familiar with action games and a high amount of interactivity).</p>
        <p>These concepts have been fully implemented in the ICML format and have been
taken into account within the development of the first releases of the Story Engine
and Story Editor.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4 Story Pacing</title>
        <p>Concerning intelligent personalization, adaptation and the re-use of content for
different user scenarios and contexts, we have elaborated a set of game modes, which
represent different speed versions of the game as well as story pacing mechanisms.</p>
        <p>Within a login screen at game start, the users are asked to provide some
information about their age, gender, game experience and sensation seeking tendency.
Based on that assessed criteria an estimation of the users’ preference to different game
modes is undertaken and the user is assigned to one of the user groups related to the
game modes “relaxed version”, “driven version” and “fast version”. The different
game modes are characterized by different speed versions of the game: For instance,
within the relaxed version we provide explorative flying without any time pressure;
within the driven version there is some time pressure and a virtual character called
“Feon” motivates the player to hurry up at certain moments; the fast version provides
a distinct time limit, exciting background music, etc.</p>
        <p>From an authoring perspective, the challenging task is to set the story units (i.e.
learning and gameplay situations and NGLOBs) in relation to the game modes and to
define how a flexible, adaptive NGLOB should be characterized (constitution and
behavior during gameplay) for the different game modes respectively player groups.</p>
        <p>From a run-time perspective, the story engine first checks which game mode
should be applied and then starts to apply all NGLOBs related to those game modes.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3 80Days Technical Platform</title>
      <p>
        The implementation of the framework is based on the results and considerations of
theoretical research as described in section 2 as well as in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Figure 4
provides an overview of the most relevant software modules of the framework:
      </p>
      <p>A repository of different objects and information builds the basis of the functions
of the three major engines involved in the 80Days framework – the Game Engine
(GE), the Story Engine (SE) and the adaptive Learning Engine (LE). These objects
are provided in different forms, for example as database tables or as files in the file
system. Elements of the repository are the assets used in the game, e.g. UI files or 3D
objects. Other central parts are the story, encoded in the ICML format, as well as the
Context Database, which provides static information about story and gameplay and
which manages dynamic information about the development of the story over time
during different playing sessions.</p>
      <sec id="sec-3-1">
        <title>3.1 Run-Time Environment</title>
        <p>
          The main engine the user interacts with is the GE, developed by Testaluna s.r.l. based
on the open source Nebula 2 engine and the Managalore framework. The GE handles
gameplay mechanics such as steering a UFO, displays the results of interaction and
abstracts the information about the gameplay into discrete events called game
evidence (as described in [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] in the context of the ELEKTRA project).
        </p>
        <p>
          Game evidence is divulged to both the Story Engine as well as the Learning
Engine. The latter is a further development of the Adaptive Learning Engine
introduced into the ELEKTRA project by the Knowledge and Data Engineering
Group at Trinity College Dublin. For detailed information, see [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] and [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. The tasks
of the Learning Engine are interpreting game evidence, assessing the impact of the
evidence on the skill representation of the user and returning so-called adaptive
interventions which aim at supporting and motivating the user, for example in the
form of dialogues.
        </p>
        <p>The Story Engine is responsible for managing the flow of the story, which can
either be on a high level (handling only macro-adaptivity, i.e. the sequencing of large
story units) or a fine-grained level (e.g. by managing individual speech acts) for more
control. Controlled by the story as described in the corresponding ICML file, the
Story Engine reacts to game evidence by evaluating the executable story graph and
committing the results to the Game Engine, resulting for example in a change of
scenes.</p>
        <p>Figure 5 shows a more detailed overview of the interrelation between the Game,
Story and Learning Engines. Since the Game and Story Engine are compiled into the
same executable and the Story Engine communication components are realized as
Managalore-derived classes, the two engines communicate via function calls. The
communication between LE and SE is handled via a network protocol since the LE is
supplied as a Java application which can run (as “service”) on remote computers.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2 Authoring Environment StoryTec</title>
        <p>With respect to the overall aim of cost-effective production of learning games, TUD
set a RTD focus on the conceptualisation and development not only of a Story Editor,
but a comprehensive Rapid Prototyping authoring environment entitled “StoryTec” to
compose 80Days like learning games.</p>
        <p>Hereby, similar to the previous INSCAPE project, the principal aim is to enable
authors, especially non-programmers, to create individual stories and to bring in
interactive elements without programming skills: Different editors are provided
enabling non-programmers to compose interactive scenarios or to define rules and
conditions which are considered within the unfolding process during run-time in order
to determine how a story/educational game continues at a specific moment.</p>
        <p>Compared to the previous approach of ELEKTRA, StoryTec improves the
maintenance and the direct control of the author. While the framework is more
restricted than other solutions with full programming languages, the threshold for
non-programmers is intended to be much lower, at the same time providing the user
(=author, e.g. a geography teacher) a design space to create and explore/test ideas in.</p>
        <p>The graphical user interface (see figure 6) has been designed by TUD in
cooperation with httc e.V. as institute for applied science and technology transfer,
with direct contact to industry in the field of serious games and DEGs. Based on the
different identified potential author groups (game designer, pedagogues and content
providers, teachers or technicians/game programmers), the GUI design guidelines are
following a mixture between underlying methods and concepts of MS Office products
(assuming that e.g. teachers are familiar with that kind of tools) and Adobe’s Creative
Suite (providing designers a familiar look and feel).</p>
        <p>
          A comprehensive description of StoryTec and its support for authors (with less or
no programming skills) to create interactive, Story-based DEGs is provided in [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
TUD’s work on adaptive digital storytelling contributes to the two primary goals in
80Days: Both to intelligent personalization and adaptation, as well as to cost
reduction on the authoring side.
        </p>
        <p>On the theoretical side, the main results achieved so far include an adaptive
storytelling framework providing a) NGLOBs as atomic story units to compose
Storybased DEGs, b) a structural model combining linear and modular story forms (a
modified version of the Hero’s Journey in the case of 80Days) serving as “thread” and
c) story pacing mechanisms to personalise and control Story-based DEGs during play
taking into account context, player skills and behaviour, game modes etc. in order to
decide how a story continues ( sequencing, macro adaptation).</p>
        <p>On the practical side, a major portion of the theoretical concepts have been
integrated into the early demonstrator version of the 80Days approach: The Story
Engine provides interfaces to a Learning Engine and Game Engine; StoryTec as
authoring environment enables authors to create and compose “80Days-like” DEGs.</p>
        <p>First evaluation studies for the early demonstrator and the DEG on geography
confirm the relevance of 80Days’ research activities on intelligent personalisation and
adaptation as well as efficient authoring and underline the need to make the DEGs
more flexible, pleasurable and adaptive considering the overall context and serving
the needs and characteristics of users and their skills and background.</p>
        <p>Further RTD activities at TUD will be investigated into the conceptual and
technological enhancement of intelligent personalisation and adaptation (optimisation
of the Story Engine and underlying mechanisms to control Story-based DEGs) as well
as authoring (efficient production; re-use of NGLOBs in different scenarios and
contexts plus authoring support for non-programmers to create interactive scenarios).
Further, an emphasis will be set on evaluation studies, both to get indicators about the
user experience during play (soft factors like motivation, fun, suspense) and usability
of the authoring environment StoryTec.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgements</title>
      <p>The research and development introduced in this work is funded by the European
Commission under the seventh framework programme in the ICT research priority,
contract number 215918 (80Days, www.eightydays.eu).</p>
    </sec>
  </body>
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