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9780240807881

Story and Simulations for Serious Games: Tales from the Trenches

by ;
  • ISBN13:

    9780240807881

  • ISBN10:

    024080788X

  • Format: Nonspecific Binding
  • Copyright: 2006-11-15
  • Publisher: Routledge

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Summary

Studies have shown that the power of storytelling can make learning simulations more memorable, compelling, and effective. Yet it remains difficult to create a learning simulation where participants have a sense of freedom and personal control while still maintaining the structure necessary for an effective story. This book guides you through practical and thought-provoking considerations on building a simulation or serious game that effectively uses storytelling. It also looks at stories as classic ways of teaching and gathering knowledge, and considers other methodologies of interactive narrative design such as synthetic story creation and management and participant-generated story experiences. It discusses enabling technologies such as artificial intelligence, design, and development of synthetic characters, speech recognition, and 3D modeling. The book concludes with a look at the future of story-driven games. Book jacket.

Author Biography

Nick Iuppa currently he is designing story based simulation-training for the U.S. Fire Service Terry Borst taught screenwriting and multimedia design at UCLA, USC, the College of Santa Fe, Moorpark College

Table of Contents

Introductionp. xvii
Who This Book is Forp. 1
Case Studiesp. 5
The StoryDrive Enginep. 7
Collaborative Distance Learningp. 17
Branching Storylinesp. 25
Stories and Story Developmentp. 33
A Good Story (The Simple Answer)p. 35
Other Perspectives on Storyp. 41
War Stories and Parablesp. 47
Designing Simulation Stories from Tacit Knowledgep. 53
Simulation Stories and Free Playp. 61
Experience Managementp. 69
Story Representation in Experience Managementp. 77
Charactersp. 81
Creating Multidimensional Charactersp. 83
A Really Good Villainp. 97
Synthetic Charactersp. 107
Man in the Loop vs. The Automated Game Managerp. 111
The Instructor as Dungeon Masterp. 113
Automated Story Generationp. 119
Completing the Pyramidp. 123
Game Playp. 125
Evaluation and Testingp. 133
Building the Immersive Environmentp. 143
Content Scripting Toolsp. 145
Selecting Media and Platform: An Overviewp. 155
Immersive Desktop Experiencesp. 161
The Internetp. 167
Interactive Video and Interactive Televisionp. 175
Real-Time 3D Virtual Worldsp. 185
Audiop. 195
Simulation Integrationp. 205
Story Structures for Commercial Gamesp. 211
Back Story and Free Playp. 213
Stories in State-of-the-Art Serious Gamesp. 219
Stories in State-of-the-Art Commercial Gamesp. 221
The Future of Story-Driven Gamesp. 227
The Future: The Role of Storyp. 229
Immersive Distance Learning Experiencesp. 229
Online Collaborative Games and Simulationsp. 230
Story-Driven Massively Multiplayer Online Gamesp. 231
Location-Based Full-Sensory Simulations (Virtual Reality)p. 231
Keeping Track of the Evolutionp. 232
Summaryp. 233
Conclusionp. 235
Bibliographyp. 237
Indexp. 239
Table of Contents provided by Ingram. All Rights Reserved.

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