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International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013 63

An Authoring Tool for


Educational Adventure Games:
Concept, Game Models and
Authoring Processes
Florian Mehm, Multimedia Communications Lab (KOM), Technische Universität Darmstadt,
Darmstadt, Germany
Stefan Göbel, Multimedia Communications Lab (KOM), Technische Universität Darmstadt,
Darmstadt, Germany
Ralf Steinmetz, Multimedia Communications Lab (KOM), Technische Universität Darmstadt,
Darmstadt, Germany

ABSTRACT
The genre of educational adventure games is a common and successful choice in game-based learning. The
games combine captivating narratives that motivate players to continue playing with game mechanics that
are conductive to learning: the gameplay is slow-paced, allowing players to learn at their own pace, and
focused on puzzles that can be infused with educational content. While educational adventure games are well
suited for learning in most settings, their creation is often challenging for non-technical experts. Furthermore,
existing game editors do not account specifically for adaptive adventure games, which can maximize the
learning effectiveness of the games by catering to the players’ needs. To address these two challenges, we
present a game model for this genre and use this model to build an authoring tool that lowers the threshold
for adventure game creation and supports adaptive educational games. The implementation of this concept
was evaluated in several studies.

Keywords: Adaptive Game, Adventure Game, Authoring Tool, Digital Educational Game, Game Model

INTRODUCTION such as LucasArt’s “Monkey Island” series or


current games such as “Heavy Rain”. It is char-
Educational Adventure Games are the combina- acterized by the strong focus on a suspenseful
tion of educational software tools and games or comedic narrative, puzzles to be solved by
from the genre of adventure games. This genre, the players (often by combining items found in
which is among seven game genres categorized the game or by conversing with virtual charac-
by Gros (2007), is exemplified by classic games ters) and the relative lack of action-intensive
or time-limited sequences. This combination
offers several positive properties for learning:
DOI: 10.4018/ijgbl.2013010105

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64 International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013

educational content can be transported by means or villages can’t be designed based on fantasy
of the strong narrative as well as embedded in but have to be historically accurate. Processes
the game world and puzzles and players can of coordination such as these increase the pro-
take their time in assimilating the presented duction costs and times, often aggravated by
knowledge due to the absence of time limits. different nomenclature in the different specialist
From a production perspective, choosing the groups and different tools used.
adventure genre is beneficial: adventure games The approach we propose for this problem
commonly are not expected to push the limits is the introduction of a unified authoring tool,
concerning graphics or effects (which incurs integrating the roles, processes and produc-
high asset production costs in other game tion stages of game development as described
genres), and the interaction in adventure games above. This authoring tool allows designers,
is often so similar from game to game (with programmers and domain experts to collaborate
vastly differing content at the same time) that during game production. Furthermore, this
tools for their creation exist. approach opens the doors to re-authoring of
These are reasons why the genre has re- games. Hereby, we use the nomenclature as
ceived the attention of educators for building established by Rensing et al. (2005), indicating
educational games both during their first era a process where existing content is re-combined
of commercial success – see (Cavallari, Hed- to be used in a new scenario. Examples of the
burg, & Harper, 1992) – as well as in recent commercial viability of re-releasing games are
times (Malo & Müsebeck, 2010). An example found on the console market, with platforms
for a game company producing games for the such as the “Wii Virtual Console” being used
educational market is the German developer by publishers to re-publish vintage computer
studio BrainGame, exemplified by the Geo- games on modern platforms.
graficus (http://www.geograficus-game.de/) An additional area where authoring tools
and Physicus (http://www.physicus-return. can assist during the creation of educational
de/) games (in general, Germany can be seen adventure games is in the development of
as one of the strongest markets for adventure adaptive educational games, exemplified by
games worldwide). the 80Days educational game for geography
While the reasons for choosing the ad- (Kickmeier-Rust & Albert, 2012). Such games
venture game genre for game-based learning are able to adapt during runtime to player
approaches as described above are valid, at the characteristics such as the level of previous
same time creating educational adventure games knowledge of the game’s subject matter. While
incurs higher production costs compared to this approach has the potential to increase the
non-educational/purely entertainment-focused learning effects of the game, it complicates
games. This is due to the need to include more development, especially for designers, narra-
team members with specialized backgrounds tive authors and content producers, who have
to production teams. Apart from the game to provide alternative paths through the game
designers, artists and programmers required to for different adaptations.
implement a regular game, domain experts for The remainder of this paper describes our
the domain of the educational game as well as approach to authoring and re-authoring of edu-
pedagogues for instructional design have to be cational games, with a focus on the educational
included. Furthermore, the whole team needs to game “Geograficus” by Braingame Publishing,
communicate on issues arising due to this. For which was re-authored with the authoring tool
example, the game design has to be adapted in StoryTec. We provide an overview of the state
order to accommodate the educational content of the art of educational adventure games and
to be taught in the game. Similarly, artists have authoring tools for this genre, with a focus on
to be aware of issues concerning the content, adaptive educational games. The (re-)authoring
such as in a historical game where uniforms process using the StoryTec authoring tool is

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International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013 65

shown, followed by the results of evaluation and should continue. Therefore, a major part of the
comparison studies carried out with StoryTec. design is the choice among these alternatives.
We conclude this paper with a discussion of While the basic set of conventions is clearly
results and an outlook. defined, the remaining content of the game
(including narrative, characters, backstory,
art direction, and sound) are very free and are
EDUCATIONAL defined in this stage, resulting in a game design
ADVENTURE GAMES document. This includes work by game design-
ers, including the game rules and puzzles, the
The idea of using the genre of adventure games
most important aspect of adventure games.
for education has a long history in the educa-
Furthermore, it consists of input by story writers
tional software community. First examples
concerning the game’s narrative and by concept
are as old as the genre itself, see for example
artists detailing the look and feel of the game
Cavallari et al. (1992). For the development
as well as the game interface.
of educational adventure games, Minovic,
For an educational adventure game, domain
Štavljanin, Milovanovic, and Starcevic (2010)
experts and pedagogues should be included at
propose an architecture that, similar to our
this stage as well. Domain experts contribute
system, separates the tasks of game designers
the information about the field to be taught in
and domain experts and gives each specialized
the game, while pedagogues are concerned with
tools for their work on an adventure game. Ho,
the instructional design, ensuring that different
Huang, & Chung (2007) describe the develop-
learner types are addressed and that educational
ment of the cultural heritage adventure game
content is presented in an order beneficial for
“Ataiyal Legend”. More recent example include
learning. This process can also entail the creation
the game “Winterfest”, developed as a game
of exercise pools or task definitions for the
for supporting functional illiterates (Malo &
educational aspect of the game. Since the game
Müsebeck, 2010) and the action-adventure game
should integrate both the educational and the
“Ludwig” for teaching phyiscs (Wernbacher,
play aspects and not have a break between them,
Pfeiffer, Wagner, & Hofstätter, 2012).
the collaboration between the game developers
The following analysis of the production
and the educational experts has to be fostered
process of (educational) adventure games is
already at the design stage. For example, the
based on the authors’ interactions with a com-
puzzle design can be inspired by the curriculum
mercial educational game developer as well as
to be taught and include puzzles which require
other accounts from the literature, including
domain knowledge to solve.
those of Amory (2001), Hodgson, Man, and
After the design stage has been finished,
Leung (2010) and Sommeregger and Kellner
the game’s production commences. This stage is
(2012).
divided into two major strands of work, content
As with other game genres, the production
production and technical development. The
of an educational adventure game starts with
technical basis for the game has to be provided,
game design. Adventure games are a genre
a task which is carried out by programmers
with strong conventions which lead to many
who provide a game engine into which game
of the games conforming to one of a set of
content and rules are inserted. Thereby, the
paradigmatic games. This can for example be
game’s mechanics as described in the game
concerning the perspective – 1st or 3rd person;
design document have to be realizable in the
the way in which commands are given to the
game engine. Simultaneously, the production of
character – using verbs or symbolic icons or
the game’s assets (images, 3D models, textures,
concerning dialogues – using complete utter-
sounds, GUI elements.) is carried out by artists,
ances in a multiple choice way or only icons
based on the game design and the educational
representing the theme in which a conversation

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66 International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013

requirements. The actual integration of content by adapting a pool of existing story elements
is usually carried out using programming (script- (“beats”) to the actions of the user interacting
ing) languages and game editors, specialized with the system.
tools for this task. Therefore, this task has lower Finally, some examples for adaptive games
technical requirements than the game engine exist, which commonly capture the informa-
programming, but still calls for a user trained tion about the player in the form of a player
in the tool and in the used scripting language. model. The PaSSAGE (Thue, Bulitko, Spetch,
During the game’s development and after & Wasylishen, 2007a) project uses a model
the content and technical integration has been categorizing players into one of 5 possible cat-
finished, the quality of the game has to be assured egories, other player modelling approaches use
by the QA team. For educational games, this the model presented by Richard Bartle (1996).
also means testing the educational components The combination of these approaches and
of the game and whether the learners in the its application to educational games is the model
target group (e.g. concerning age or previous of Narrative Game-Based Learning Objects
knowledge) are able to efficiently learn with (Göbel, Wendel, Ritter, & Steinmetz, 2010).
the game. In this approach, the three aspects storytelling,
Adaptive games add another layer to this learning and gaming are united in one model
production process. These games react to player and used to maximize these aspects during play.
input and maximize aspects of the play experi- This model has also been used as the basis for
ence, for example the difficulty, the enjoyment, educational adventure games as detailed below.
or for educational games, the motivation for
learning. While commercial games have used
such techniques for some time, for an example AUTHORING TOOLS
in the area of dynamic difficulty adjustment FOR EDUCATIONAL
(Hunicke & Chapman, 2004), adaptive educa- ADVENTURE GAMES
tional games have only recently been created. A
The concept of authoring tools as software
number of related areas influence the develop-
solutions for editing and composing content
ment of adaptive educational games.
for authors stems from the fields of multime-
The field of E-Learning provides many
dia computing and e-learning. Examples from
example of adaptive systems, which usually
e-Learning show the general approach of au-
are based on a set of models, often including a
thoring tools: to provide an easy-to-understand
content model that maps the learning domain
and -use interface for content which is then
and interdependencies between elements of a
transformed internally by the authoring tool to
curriculum, a learner model that summarizes
a platform for publishing, for example as a set
characteristics of the learner such as skills or
of web pages on a web server for e-Learning
learning preferences and an instruction model
products. For an overview, see Brusilovsky
binding the two previously mentioned by as-
(2003).
suring the learner is provided with the right
Authoring tools which can be used for
information or assessment at the right time (see
educational adventure games originate from two
Shute & Towle (2003)).
fields: that of general adventure game editors
In Interactive Storytelling, the process
and that of authoring tools with specialized fea-
of storytelling is adapted at runtime based on
tures for educational adventure games. The first
narrative goals such as upholding a story arc.
field is exemplified by a number of tools avail-
A good example of an AI-based system is the
able both commercially and free. Mentionable
Façade experience described by Mateas & Stern
are the free Adventure Game Studio (AGS)1,
(2005), in which an interactive story is created

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International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013 67

which has generated a large community of freely structures. Authors manipulate the aspects of
available independent adventure games as well this model in the authoring tool using visual
as the Visionaire2 Studio toolset, used both editors.
The model is based on the notion of
for large recent commercial adventure game “scenes”, similar to theater or interactive sto-
releases as well as the educational adventure rytelling. A game of any size is broken down
game Winterfest intended for functional illiter- into a set of scenes which cover small parts or
ates (Malo & Müsebeck, 2010). situations of the game. This approach fits very
Authoring tools featuring specialized tools well to adventure games, which often feature
for educational game authoring offer the same “screens” that are connected to each other and
or similar functionality as those of the group which are defined by the image of the game
described above, with additional features ad- world they depict. This connection is modeled
dressing the needs of an educational game. For as a transition in StoryTec, resulting in a directed
example, they can include editors for visualizing graph of connected scenes. In each scene, objects
or editing the curriculum to be taught in a game, can be placed which the player might interact
or be linked to a Learning Content Manage- with. In an adventure game, common objects
ment System to import educational content. are the items players can collect and the virtual
In this field, the major system to be seen is the characters they interact with.
e-Adventure authoring tool (Torrente, Blanco, In order to evade the need for program-
Cañizal, Moreno-ger, & Fernandéz-Manjón, ming and therefore lower the threshold for
2008), intended for the development of First- non-programmers, StoryTec features a visual
and Third-Person adventure games. It provides programming language which is based on two
the possibility to export a game created with basic concepts. “Stimuli” are events that are
the tool to a Learning Management System to triggered by the player (e.g. by clicking on an
be viewed as part of an e-Learning course (Del exit in an adventure screen). For each stimulus,
Blanco et al., 2010) and the possibility to create an author can set up a set of “actions” that are
in-game books to transport knowledge textually. carried out by objects in the game. Conceptually,
Est, Poelman, & Bidarra (2010) describe this can be seen as a pendant to “stage directions”
the SHAI Scenario Editor, a tool abstracting in theater. Actions can be arranged linearly,
from low-level programming tasks and focusing resulting in a sequential execution, and by the
on providing a graphical interface for defining introduction of logical conditions, sequences of
high-level logic in an educational game-based actions can interrupted or branched.
scenario. This approach is related directly to Finally, the highest-level control structure
the ActionSet editor component of StoryTec as in StoryTec are templates, which exist in two
described below, sharing the idea of providing related but distinct flavors. Structural templates
a high-level graphical interface and separating are often-used (sub-)graphs that can be instan-
this from the low-level logic of the game. tiated by authors. For example, best practice-
structures can be provided as structural tem-
plates. On the other hand, interaction templates
STORYTEC FOR EDUCATIONAL encapsulate game mechanics that would be
ADVENTURE GAMES hard to describe using the visual programming
language of StoryTec. By placing an interac-
Game Model
tion template in a scene, authors instantiate the
Games in StoryTec are not programmed in- game mechanics of the interaction template and
dividually, but are rather seen as instances of can configure this template. An example along
a general-purpose game model that has been with conceptual and implementation details is
derived from an analysis of common game provided by Mehm, Göbel, & Steinmetz (2011).

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68 International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013

In order to create adaptive games, authors Re-Authoring Workflow


make use of the game model and the concept
of Narrative Game-Based Learning Objects In the following, the use-case of re-authoring
(Göbel et al., 2010). Each scene in the game the game Geograficus, an educational adventure
can be annotated with narrative, learning and game for teaching geology, is provided as an
gaming information. For narrative purposes, the example for the authoring process of StoryTec.
function of the scene in a standard story model In order to carry out the re-authoring, the game
is defined. The “Hero’s Journey” (Campbell, was first analyzed by means of a thorough
1972) is supplied as the default story model. In- playthrough, noting the structure of the game
formation about the learning context is provided and identifying the necessary interaction tem-
in the form of lists of prerequisite (required to plates for implementing the game. An example
understand the scene’s learning content) and for such an interaction template would be a
associated (that which is taught in the scene) hotspot, a clickable area on the game’s screen.
knowledge. Finally, gaming information is con- Another interaction template is that of manag-
cerned with the category of player which will ing an inventory, a characteristic feature of
enjoy the gameplay in the annotated scene. By adventure games (see Figure 1 for the realiza-
default, the player model with four categories tion in StoryTec).
by Bartle (1996) is used. The use case shown in the remainder of
Authors then have two tasks in order to this paper gave the player the task of identify-
supply the necessary information for adaptiv- ing several gems by their color. This task is
ity. First, events in the game (stimuli) have to embedded in the game in a puzzle surrounding
be interpreted as updates to the models of the a machine that has to be fixed. The realization
player (narrative, learner and player model). of this interaction template is an example for
For example, whenever a stimulus indicates hotspots that can be linked to assets, e.g. to
that a player prefers exploration to action, the images. Each gem is realized as a hotspot linked
“explorer” attribute of the player model should to a set of images which are cycled whenever
be increased. Authors can annotate stimuli with the player clicks the hotspot. The puzzle is
this information. Secondly, transitions have to solved as soon as the player gets the right
be marked as “free” in order to be considered combination of gems.
by the adaptive algorithms. Whenever a scene This example shows the instructional de-
is exited which has free transitions to other sign used in the case of re-authoring this game.
scenes, the most appropriate scene is chosen Knowledge about the game’s domain (here: the
from the available scenes, based on the current colors of various gems) is made available to the
state of the models of the player and the scene player in the game world and has to be applied
annotations. For details, the reader is referred in a puzzle in order to advance the game. This
to Göbel et al. (2010). pattern is often used in educational adventure
The interpretation of this model is carried games since it naturally fits the genre (cf. Dickey,
out by a component referred to as story engine. 2006). Knowledge can for example be offered
This interpreter is connected to a game engine in dialogues with characters or in books in the
and communicates with it in two directions. game world and then used in puzzles such as this.
First, stimuli are sent from the game engine
to the story engine and trigger the execution StoryTec
of actions and the updates of player models.
Second, the story engine effects changes in the The basic approach of StoryTec is to integrate
game engine by sending the actions as defined the work of the game development roles as
by the author, which are then realized in the described above into one authoring tool. Both
game by the game engine. for authoring and re-authoring, this has many

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International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013 69

Figure 1. The GUI of StoryTec with the interconnected editors: Stage Editor (upper left), Story
Editor (lower left), Objects Browser (upper right) and Property Editor (lower right).

advantages. Two possibilities for collaboration dragged from the Objects Browser in order to
in game development teams as noted by Tran instantiate them. In the case of the re-authored
and Biddle (2008) are acknowledged by this situation, the scene in question consisted of a
concept. It diminishes the centralized role of hotspot for navigation purposes (lower high-
programmers, thereby removing a possible lighted area in the Stage Editor) as well as six
bottleneck from the project and balancing the hotspots with a cycle of images of gems (upper
responsibilities of the team members. On the highlighted area in the Stage Editor).
other hand, it increases the common vision of For the specialized interactions with items
the project, since authors all work in a single in adventure games (players can collect items
tool, being able to see the game during each and combine the collected items with other
step of the project. The problem of different collected items or objects in the world to create
tools being used and the need to communicate new items or effect changes in the world), a new
between different groups is also addressed by editor for such items was created (see Figure
mapping almost all roles of the game develop- 2). It allows assigning images to the items and
ment process into one authoring tool. defining how the item can be created from a
The modular authoring tool is composed of combination of other items (for example, the
several interlinked editors. The first editor to be combination “empty lamp” and “can of oil”
used commonly by authors is the Story Editor. results in a “working lamp” object).
This editor is used to configure the high-level After scenes have been defined and filled
structure of the game, by breaking down the with objects, in a next step properties and
whole game into a set of scenes and defining metadata of objects are defined. This is carried
the transitions between scenes. Figure 1 shows out via the property editor component. Proper-
the structure of the use case scene in the Story ties of objects such as hotspots can be the
Editor in the bottom. filenames of associated images (e.g. the gems
Individual scenes are embellished in the in the use case). For scenes this can be data
Stage Editor, into which authors can drop objects such as the scene’s name or metadata such as
such as background images, hotspots or videos the approximate playing time (for control pur-

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70 International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013

Figure 2. The realization of inventory items in StoryTec

pose) or parameters for adaptation such as the sumed under the term Narrative Game-Based
appropriateness for leaning or certain player Learning Objects (Göbel et al., 2010). This
types. encompasses the mapping of scenes to stages of
As an alternative to common scripting a story model, the definition of learning content
languages used in game programming, StoryTec including the prerequisite requirements between
relies on the ActionSet Editor (see Figure 3). In individual skills/knowledge bits as well as the
this editor, actions to be carried out by the game mapping to types of players with differing play
as the reaction to stimuli triggered by the player preferences.
are defined and put into sequences visually.
An example for this are the images hotspots
(employed in the use case to realize the gems), INTEGRATED FEATURES
which feature one stimulus which is triggered
Apart from the advantages of the integrated
whenever a player has set up the correct com-
approach of StoryTec outlined above, several
bination of gems. In this case, the first reaction
features of StoryTec are positive for authors,
of the game should be to play a sound for mak-
when developing a new game or when re-
ing the player aware of a change in the environ-
authoring an existing game.
ment. The subsequent action should be a change
of scene to a new image reflecting the change Adaptation
in the scenery. This is realized in the ActionSet
Editor by adding two actions in a sequence. Using the concept of NGLOBs allows adap-
Clicking on a sequence allows fine-tuning the tation along the adaptation axes defined by
parameters of the actions, such as the target NGLOBs. In the context of a learning adventure,
object (e.g. a sound file to be played) as well adaptation, especially based on the learning state
as the exact action to carry out (e.g. “play”) and of the player, is a useful feature. One example
parameters where necessary (e.g. “play once” could be the increased number of specific tips
vs. “play looping”). and background information for players failing
Apart from adding the data for the flow of several puzzles in a row. Another possibility
the game, metadata for game content can be is the adaptation to play preferences of play-
added. As describe above, these data are sub- ers using the means of adventure games, for

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International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013 71

Figure 3. The ActionSet editor for configuration of control flow during the game

example by offering action-oriented players which allows the simultaneous play of a Sto-
more action-centered game section e.g. by ryTec created game and the analysis of context
implementing mini games. information about the game flow and the internal
data of algorithms (e.g. concerning adaptation)
Introducing New Game Content as well as the creation of log data, which can be
evaluated later on. This allows authors to test
Due to the flexible design and development new games or extensions to the re-authored
of games in StoryTec it is possible to add new games prototypically and decide upon next steps
scenes to an existing game being re-authored. based on the gained insights. This is in line with
The limiting factor here is the need to create the recommendations made by Musil, Schweda,
new assets for the added content, e.g. new Winkler, and Biffl (2010), who argued for an
graphics for new locations. Since individual agile approach to game development including
scenes being added can be tested rapidly (see iterative development of the game.
following subsection), it is possible to test new StoryPlay is based on the story engine and
content by adding it in the form of placeholders is split into a player aspect and an evaluation
(e.g. mock-up level graphics instead of refined aspect. Whereas the player aspect allows the
art assets) before going ahead with the actual interaction with the game, the evaluation aspect
production. In this process, original 3D data offers an overview of gathered data and infor-
are advantageous since they can be re-used mation. This includes the history of the game
for rendering. until the current point in the play session, an
overview of the curriculum of the game and
Rapid Prototyping, Testing
the current state of the player model and the
The paradigm of rapid prototyping is supported player model built by observing the player’s
in StoryTec by the player application StoryPlay choices in the game.
(Mehm, Wendel, Göbel, & Steinmetz, 2010)3,

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72 International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013

Portability EVALUATION
One goal of the development of StoryTec is the Usability Studies
deployment of games on various game plat-
forms. The technical realization of this feature A first evaluation of StoryTec with other game
on the game platform side was carried out by content was described by Mehm, Göbel, Radke,
KTX Software Development4 and allows the & Steinmetz (2009). In this section, we first
deployment of games on the platforms Nintendo show results gained during the Hessen Mod-
DS, Apple iOS and Browser platforms (see Fig- ellProjekt “StoryTec”, which was based on
ure 4). The version of StoryTec available to the content of Geograficus.
public allows deployment on Android devices, In order to gain qualitative and quantita-
HTML 5-compatible browsers and Java-capable tive test results, two test methods were used in
desktop devices due to legal constraints. the evaluation of StoryTec – a usability test in
The portability of games is made possible a controlled environment, was well as ques-
by the design of StoryTec and by leveraging tionnaire-supported test using a questionnaire
the used xml-based description language ICML based on the usability standard ISO 9241/10.
as a platform-independent intermediate format. The evaluation was carried out over the course
For porting purposes, it is therefore only neces- of two days with a total of 26 participants, one
sary to port the configurable interaction tem- of which was female. The mean age of the
plates described above onto the target hardware/ participants was 25.2 years with a standard
software. The basic structure and control remain deviation of 3.71 years.
the same across platforms. Necessary steps for During the tests, an adapted form of the
adapting the game’s content to the peculiarities “Thinking Aloud” method was used. The par-
of the target platform (such as scaling of im- ticipants were given one of three roles – a reader,
ages to the display resolution) are carried out a performer and an observer. The reader’s task
by a set of tools realizing a pipeline for the was to read out the steps of the task list aloud.
creation of platform-specific version. The performer was given control of mouse and

Figure 4. Deployment options of games created with StoryTec

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International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013 73

keyboard and asked to follow the instructions This gives an indication that the use of
of the reader. The observer’s role entailed being StoryTec did not have a statistically significant
perceptive and giving additional instructions to effect on the mood of users. If the ergonomics
the performer in order to understand the software of the software had been inadequate, the users
and solve the assigned task. would have been frustrated, resulting in a nega-
After completing the assigned tasks, the tive change in mood.
participants evaluated the tool by means of A second evaluation was carried out in the
the questionnaire. Table 1 show the results of form of a focus group study with 3 participants
the questionnaire grouped to the seven basic (aged 31, 37, 46), all strongly involved in the pro-
principles of the usability standard ISO 9241-10. duction of educational games in a commercial
A positive tendency in the judgments of game studio. The participants were given similar
the participants concerning the ergonomics of tasks as during the first evaluation, adapted for
StoryTec can be observed. The lowest mean only one person. Afterwards, the participants
value is 3.42 on the scale of “Error tolerance”, took place in individual guided interviews,
while the highest mean value is along the scale including questions about the applicability
of “Suitability for learning”. of StoryTec in their fields of work (including
In order to test whether using StoryTec game design, graphics and programming). As
had an influence on the participants’ moods, a result, it can be noted that the experts were
they were asked to rate their current mood on interested to hear about the development of
a seven-point psychometric scale supported by StoryTec and, keeping the prototypical state
graphical icons. To this end, the individual items of the system shown to them, they noted that a
of the scale were realized as “Smiley” symbols full version might be used for game develop-
inspired by their use by Kunin (1955) in the ment. In the state it was demonstrated to them,
measurement of work contentment. they regarded it as suitable for storyboarding
For the pretest measurement, a mean value and prototyping.
of 2.72 (standard deviation 0.74) was reached
(lower values indicate a positive mood and vice Comparison Study
versa). The posttest measurement resulted in a
mean value of 2.4 (standard deviation 0.71). The most recent and extensive study of StoryTec
The low difference between pre- and posttest focused on a comparison with a second author-
measurement resulted in no statistically sig- ing tool instead of analyzing the usability of
nificant difference when subjected to a t-Test. StoryTec in isolation. This comparison study

Table 1. The results of the usability questionnaire

Basic Principle Mean Value Standard Deviation


Suitability to the task 4.74 0.88
Self-description 3.51 0.93
Controllability 5.48 0.77
Conformity with user expectations 4.55 1.06
Error tolerance 3.42 0.80
Suitability for individualization 4.42 0.72
Suitability for learning 5.14 0.78

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74 International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013

involved N = 47 test subjects (8 male, 39 female, tion, an assessment of the perceived level of
age range from 21 to 32 years (m= 24.79; SD= mastery of the respective authoring tool, the
2.62;)), recruited from a university course on question which authoring tool the participants
Serious Game. The experiment was set up as a preferred and questions for demographical data.
series of three tasks in which the test subjects The results indicate that StoryTec (m=
were asked to re-create parts of the Geograficus 4.58; SD=1.17;) was preferred compared
adventure game that had been deleted in the test to e-Adventure (m= 4.21; SD=0.78;) by the
setup. The three tasks were intended to have participants (p= .084). We found an effect of
an increasing complexity and to involve an gender on the results, with male participants
increasing number of authoring tool features. rating StoryTec higher (p=.023) than female
The three tasks involved the following skills: participants who did not rate the tools differ-
ently (p > .20). This effect could be due to the
• Task 1: Exchange an existing image in low ratio of female participants in the study.
the game; The interaction between gender (male, female)
• Task 2: Re-create a whole scene; and tool (StoryTec, e-Adventure) borders sig-
◦◦ Task 2a: Create the scene, load the nificant (p=.072).
correct background image; The second source of data for the evalu-
◦◦ Task 2b: Set up the connections with ation was by asking participants to save their
other scenes correctly; state of the game whenever they felt they had
◦◦ Task 2b: Set the game to start in this fully completed one of the tasks or when they
scene; had the impression that they would not be able
• Task 3: Build a puzzle involving a set of to complete it without help. In order to prevent
images of gems that have to be arranged users from saving over previous versions, but-
in the correct sequence. tons for allowing the saving of the project files
to an automatic location only once were added
Both tasks were worded in a neutral way to both tools. This data was evaluated first by
in order to use nomenclature either shared by analyzing the time stamps on the project files.
both authoring tools (for example, “scene”) or Due to technical complications, 4 data points
general terms. The task description was identi- from the third task were not saved for the
cal for both tools, and did not include detailed StoryTec case and are therefore missing in the
instructions for any of the two tools. calculation of the following data.
The evaluation was carried out with groups Figure 5 displays the average time durations
of up to 8 participants at individual work sta- the participants used for each tool. As can be
tions. Each group was randomized to use either seen, the participants spent 58% more time on
StoryTec or e-Adventure first and the other task 1 and 18% more time on task 2 in StoryTec
authoring tool second. The test time for each as compared to e-Adventure, however, they
authoring tool was 25 minutes, during which the required only 55% of the time spent on task 3
test operator did not supply help for the tasks. in StoryTec compare to e-Adventure. In aver-
n(1) = 25 participants started working with age, the participants using StoryTec finished the
StoryTec and n(2) = 22 started with e-Adventure. three tasks earlier than using e-Adventure and
The study results were drawn from two also finished the task before the end of the 25
sources. After completing the test in both au- minute duration of the test (StoryTec: m=1409
thoring tools, the participants were handed a seconds, SD=296 seconds, e-Adventure:
questionnaire, again based on the areas of the m=1535 seconds, SD=181 seconds).
ISO 9241-10 standard, which included identical Furthermore, the actual project files were
questions for both authoring tools. Additionally, rated by a set of criteria that judged whether
the questionnaire included background informa- the task was completed fully and accurately. In

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International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013 75

Figure 5. Comparison of the completion times for the three tasks in E-Adventure and StoryTec.
The line indicates the test end time after 25 minutes.

both tools, a task was counted as completely had the correct idea, but as the numbers indicate,
accurate even when participants named objects about half of these participants made an error
or scenes other than the way the task descrip- while working on the task.
tions indicated. The results of this rating are
shown in Figure 6. Task one could be success- Discussion
fully accomplished by almost all subjects in
both tools. Task 2 and 3 were solved com- When comparing the times required for the
pletely correctly by 52% and 57% of participants tasks in e-Adventure and StoryTec, we see that
with StoryTec, compared to 30% and 24% of initially, users required more time to work in
participants using e-Adventure. 7 users (17%) StoryTec than in e-Adventure. This might be
only committed a minor error in StoryTec, and explained by the user interfaces of the tools: e-
68% of participants showed that they had the Adventure uses a user interface more similar to
correct idea how the task could be completed. regular desktop applications, whereas StoryTec
55% of e-Adventure users showed that they employs a more customized style and follows

Figure 6. Percentage of correctly solved tasks in E-Adventure and StoryTec

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76 International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013

the design principles of creative/content creation model checking (cf. Mehm, Reuter, Göbel, &
applications rather than normal office tools. Steinmetz, 2012) is essential, especially for
Furthermore, StoryTec has been designed for cases where the included (visual) programming
use with Serious Game authoring in general and language is extensively used to make authors
is not limited to adventure games and therefore aware of errors like this.
exposes more features than e-Adventure.
We observed that users in both tools used
the copy & paste-functionality, since the tasks CONCLUSION
could all be solved by duplicating and adapting
We have described both the strengths of us-
existing objects. Therefore, we conclude that
ing the adventure game genre for game-based
this functionality is important, even for novice
learning and the problems arising from typical
users. This underlines the use of structural tem-
game development practices. These problems
plates, which formalize the process of copying
are more pronounced in the case of educational
and re-using parts of a game.
games due to an increase in the need for col-
When analysing the sub-tasks of task 2, we
laboration and communication.
find that in both tools, creating a scene and set-
The basic architecture of StoryTec was pre-
ting up connections with other scenes could be
sented, intending to unify the software platforms
carried out equally well. However, many users
for educational game development by mapping
in e-Adventure failed at setting the start scene
the tasks of almost all involved groups in game
correctly. This setting is found in the proper-
teams into various parts of the authoring tool,
ties of a chapter in e-Adventure, whereas it is
thereby increasing the potential collaboration
visualized in StoryTec in the Story Editor and
between team members and simultaneously
can be set there. This corroborates the intensive
structuring the development process. This ap-
use of the Story Editor in StoryTec to allow
proach has been demonstrated both for authoring
authors to have a good overview of the game
of new games as well as for re-authoring of ex-
they are creating.
isting games, allowing upvaluation of the game
The third task could be solved in StoryTec
in both cases by mechanisms such as adding
either by using an interaction template or by
adaptivity, easing portability to diverse hard-
employing the programming functionalities of
ware platforms or by iterative development. The
the Action Set Editor. In e-Adventure, the game
results usability and comparison studies were
could only be created with the programming
shown, indicating the applicability of StoryTec
functionalities of the tool and extensive use of
in the domain of educational adventure games.
conditions and effects. This was not transparent
As the comparison study showed, the concept of
to the test subjects, who seemed to be largely
interaction templates sets StoryTec apart from
unable to understand the solution to the prob-
other tools and allows programmers to supply
lem, even though the state of the puzzle in the
re-usable game elements that enable authors
project file test subjects were given included
to create intricate gameplay without requiring
the solution which could be finalized by copy-
programming knowledge. The viability of Sto-
ing the existing parts. However, many of the
ryTec for educational adventure games has been
test subjects who started this process were not
shown by implementing all required interaction
able to completely emulate the way in which
templates for an existing commercial game and
the example objects were set up. We conclude
authoring it prototypically using representative
that the dedicated interaction template helped
segments of the game.
authors minimize the errors and understand the
process quickly. Furthermore, we suggest that

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International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013 77

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and examples (KOM-TR-2005-02). Darmstadt,
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Florian Mehm is a founding member of the Serious Games group of the Multimedia Communi-
cations Lab (KOM) of Technische Universität Darmstadt since 2009. He continued his work on
authoring tools from his previous position at the Computer Graphics Center in Darmstadt where
he was active from 2008 to 2009. His research areas include authoring systems for storytelling-
based Digital Educational games and serious games, personalization and adaptation in games
and technologies for games and edutainment applications. The implementation of his concepts for
authoring tools is the StoryTec authoring tool along with the associated framework of software
tools, including a cross-platform player for serious games.

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International Journal of Game-Based Learning, 3(1), 63-79, January-March 2013 79

Stefan Göbel holds a PhD in computer science from TU Darmstadt and has long-term experience
in Graphic Information Systems, Interactive Digital Storytelling, Edutainment applications and
Serious Games. After five years work as researcher at the Fraunhofer Institute for Computer
Graphics, from 2002 to 2008 he was heading the Digital Storytelling group at the Computer
Graphics Center in Darmstadt. Late 2008, Dr. Göbel moved to TUD and is heading the prosper-
ing Serious Gaming group at the Multimedia Communications Lab. Stefan is the initiator and
permanent host of the GameDays, project leader of different research and science meets busi-
ness projects on regional, national and international level. Further, he is author of numerous
papers and member of different program committees in the area of Multimedia Technologies,
Edutainment and Serious Games.

Ralf Steinmetz is a professor in the Department of Electrical Engineering and Information


Technology as well as in the Department of Computer Science at the Technische Universität
Darmstadt, Germany. From 2002 to 2004, he managed the department as dean. Since 1996,
he is managing director of the “Multimedia Communications Lab” and until end of 2001, he
directed a Fraunhofer Institute. In 1999, he founded the Hessian Telemedia Technology Com-
petence Center and holds a chair position. He is the author and co-author of more than 550
publications. He has edited and co-written a multimedia course which reflects the major issues
of the first in-depth technical book on multimedia technology. He has served as editor of various
IEEE, ACM and other journals.

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