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1 Introduction
Nearly all nations formulate their identity by narrating stories [44]. Stories, firstly
being oral narrated, represent an important aspect of culture since the begin-
ning of human being. Stories help to connect cultural values and learning or
moral items in a meaningful correlation and they make them recountable and
understandable. Therefore, using storytelling means recording and distributing
histories, myths, and values of nations. Many types and different genres of nar-
rations exist today, from oral histories, literature, films to games. This opens
an interdisciplinary research field, from cultural and literature studies to media
science and game studies.
According to Henry Jenkins not all games tell stories, but many games have
narrative aspirations [34]. Particularly in a serious games context stories play
an important role. They help to connect serious context with playing games.
By using narrations the game designer is able to transport the ‘serious sense’
behind the play, mostly an educational sense or training items. But this must not
be a big linear story like an epos or a drama in literature. The original serious
text information has to be transformed to game action. For this narration helps
besides other didactic aspects to add serious context into games [34].
c Springer International Publishing AG 2016
R. Dörner et al. (Eds.): Entertainment Computing and Serious Games, LNCS 9970, pp. 521–539, 2016.
DOI: 10.1007/978-3-319-46152-6 19
522 A. Kampa et al.
2 Storytelling Basics
Narrative structure means a literary element and describes the structural frame-
work that shows the order and manner of a narrative. Two items are necessary to
distinguish: plot versus story. Plot contains the sequence of events inside a story,
connected by the principle of cause and effect. The story represents the meaning,
which the reader constructs behind the plot, a second-level-construct [7]. Liter-
ature about narrative structure has to be read carefully. There exist different
meanings and terminologies. In the structuralist terminology the what of the
narrative is called story, the how it is told is called discourse [14].
In game design not all story elements have to be written before a game
starts. This second item story is important to analyze in serious game context,
particularly to analyze the meaning behind constructed by the authors of games.
This could be demonstrated at the alternate reality game World without oil,
designed i.a. by Jane McGonnigal and settled for a few weeks in 2007 via a
website [25]. A serious game for a public good, could be read the official website.
Storytelling in Serious Games 523
The big story behind this game with a strong serious context concludes a fictional
global oil crisis. The gamer have to find solutions to live without oil and save
the nature within their personal living conditions. The stories and ideas were
incorporated into an official narrative, posted daily. Gamer could post their
solutions as videos, images or blog entries. While playing the big story were
added by hundreds of personal narratives. These narratives were compressed to
a central paper with solutions how we can manage our lives without wasting
oil [48] (Fig. 1).
But how story and plot points could be structured? The most famous nar-
rative structure until today represents the drama structure originally developed
by the Greek philosopher Aristotle in 335 B.C [32]. The author emphasizes the
important role of plot or mythos for drama, particularly the type of tragedy.
He subdivided the tragedy in three different narrating parts: Exposition, middle
part including the climax and finally the resolution. The connection between the
three acts is called plot points or turning points.
The German writer Gutav Freytag expand the plot structure into five stages
in his developed Freytags pyramid in 1863. His theoretical work subdivides the
tragedy into: exposition, rising action, climax, falling action, retarded moment
and denouement [27]. Both structures are compared in Fig. 2, referring to
Aristotle and Freytag [27,32].
524 A. Kampa et al.
The time of narration has to do with the relation between the narration and
the story. The time regulates the narrator’s temporal position relative to the
events being told. The French specialist of narratology Gerard Genette gave some
methodological choices referring the time to writers: they can vary (1) the order of
Storytelling in Serious Games 525
the narrative, (2) the speed of the narrative and (3) the frequency of events [28].
Changing the order of a chronically narration often means to create suspense. The
most popular techniques of changing the order of time in narration are: previews or
flashbacks. The narrative speed means how detailed or abbreviated a passage of a
story is told and the frequency, how often a single or periodic detail is told. Gerard
Genette’s theoretical work based on studies about Marcel Prousts “In Remem-
brance of Things Past” [52]. It fits into the German and Anglo-Saxon academic
tradition and contains a culmination and a renewal of this school of narratologi-
cal criticism [52]. Flash backs and forecasts is also a famous film technique. Look-
ing back or forth in a stories increases the dramatic suspense line and because
of this the involvement of the audience. But changing the order of time in narra-
tion assumes a linear reception of a story. If it is possible to arrange a change of
order of time in games, has increased a discussion in game design: Using Quake
as an example, Jesper Juuls argues that flashbacks are impossible within games,
because the game play always occurs in real time [34]. Yet, this is to confuse story
and plot. Games are no more locked into an eternal present than films are always
linear. Many games contain moments of revelation or artifacts that shed light on
past actions. Carson suggests that part of the art of game design comes in find-
ing artful ways of embedding narrative information into the environment without
destroying its immersiveness and without giving the player a sensation of being
drug around by the neck [34]. Looking at the time in games, it seams to be difficult
to find similarities. Player could influence the time of narration via interaction.
But narrating clips or textual based fadings inside a game contain this technique
for increasing the motivation to play a game to the end. So you could see the kid-
napped princess at the beginning of Super Mario Land to demonstrate the mission
of the game at the intro [49]. At the field of serious games this narrating parts are
used to show the sense behind the game, often at the beginning or end of a level.
Palestine represents an example for this [56]. The user plays the character of a
freelance journalist. The goal is to write an article for a newspaper by collecting
quotes from the dialog during the game. The player has to act carefully respect-
ing both sides of the conflict. So important serious aspects are to take different
perspectives and learn more about the people within the conflict. The game is
used in educational context, including a teachers manual and further resources.
The storyline seems to be a didactic play by the German writer Berthold Brecht.
While playing it the people understand the didactic aspects.
So famous patterns of environmental storytelling can be discovered by analyz-
ing games. They “fit within a much older tradition of spatial stories, which have
often taken the form of hero’s odysseys, quest myths, or travel narratives” [34].
The American mythological researcher Joseph Campbell analyzed the structure
of mythological texts all over the world [12]. His results he formulated in the
heros journey, which includes basic stages every hero quests goes through. His
theoretical work influenced successful Hollywood filmmakers like George Lucas
writing the story for Star Wars, but also game designer. “The Star Wars game
may not simply retell the story of Star Wars, but it doesn’t have to in order to
enrich or expand our experience of the Star Wars saga. We already know the
story before we even buy the game and would be frustrated if all it offered us
was a regurgitation of the original film experience. Rather, the Star Wars game
exists in dialogue with the films, conveying new narrative experiences through its
creative manipulation of environmental details. One can imagine games taking
their place within a larger narrative system with story information communi-
cated through books, film, television, comics, and other media, each doing what
it does best, each relatively autonomous experience, but the richest understand-
ing of the story world coming to those who follow the narrative across the various
channels” [34].
The idea of interactive narrative is not strictly bound to digital and interactive
media; however, with the advent of these technologies and the development of
fields such as artificial intelligence, computer graphics or sound synthesis a num-
ber of new forms of interactive narratives became possible (e.g. computer games
or training simulations). For instance, real-time computer graphics [2] allows the
generation and modification of the visual representation of the story in response
to story changes and user actions; techniques such as planning or machine learn-
ing can be used to automatise some narrative theories and and enable real-time
story generation [69].
One of the fundamental challenges in developing and in designing and devel-
oping interactive narratives using digital media is the contrast between the free-
dom of interaction of the user and the designer’s control of the principles of
drama. As pointed out by Szilas [62], these two aspects of interactive narrative
are often in conflict as the user has potentially the freedom to disrupt the prin-
ciples of drama by, for instance, not looking at a specific character in the virtual
world or by not triggering a specific event in a specific moment. The vast major-
ity of the research work in the area attempt to directly or indirectly addressing
this contrast by improving the freedom of interaction and, at the same time,
introduce more intelligent algorithms able to adapt the narrative so that it is
consistent with the both user actions an the principles of drama.
Storytelling in Serious Games 529
Within the field of computer graphics, researchers have studied different prob-
lems problems connected to automatic character animation, such as the realistic
generation of facial expressions [13], body movements [5] or the synchronisa-
tion of realistic lips movements with the characters speech [8]. Many of these
technologies are now commonly employed in commercial animation products or
game engines (e.g. Autodesk Maya or Unity3D).
Beyond the aspects of discourse enlisted by El-Nasr [23], we can identify
many other aspects that contribute to the presentation of a story in a digital
audio-visual media: for instance, Jowel [35] proposed a system that generates
automatically a sound track given an annotated version of a cinematographic
animation. Another example of area related to story presentation is procedural
generation of virtual environments in games: a number of works in this area have
attempted a story-driven approach, in which the environment is generated to
support the completion of a number of quests composing the games story [3,20].
Fig. 4. Left, Faade [46]: Trip and Grace arguing. Right, Prom Week [47]: decision result
forecast
exist so far. Spierling [58] assumes for her working definition of interactive sto-
rytelling that “during the interactive experience of a story, members of the audi-
ence become participants in a storyworld that enables the resulting story. They
take a more or less active role right within that storyworld that grants them
some degree of influence on the plot as one possible outcome.” [38] states that
in Interactive Digital Narrative (IDN) “digital means enable interactive forms
of narrative.” [38] An IDS experience only exists by the time the user in expe-
riencing. On the other hand there is Emergent Narrative which was called an
improvisation by [4] that is interpreted as a plot based on the users life experi-
ence, also see Heider and Simmel Film from 19441 . Two notable IDS experiences
are Faade [46] and PromWeek [47] providing non-linear storytelling through con-
versation. Faade Fig. 4 was the first non-linear IDS experience giving users free
input choice by providing free text input. Prom Week Fig. 4 is a game providing
complex non-linear IDS experience by letting the user choose conversation com-
ponents and for the first time providing end result forecasts for the user to base
decision-making on. Chris Crawford [19] states that in games the user interacts
mainly with object while in IDS experiences users interact with other characters.
We can conclude there are various approaches on interactivity in narratives
shaped by the audiences experience where (A) in IDS the audience actively
enables the experienced story and (B) in Emergent Narrative the audience where
the narrative emerges from abstract storytelling based on users life experience.
Its necessary to mention that in IDS a story does not exist as one finished
product to be consumed by the user like movie or a book but a reactive media
form like games or serious games and the users choices produce a story with
in the system, meaning every user can experience a different story. Some seri-
ous games implemented IDS [29,55]. Different stories in IDS consist of different
actions, characters and events shaping each individual story. The sequence of
actions is called a plot. Changing the plot will not change the story. Opposite
to serious games IDS experiences have no additional goal adding to entertaining
1
Film available online, e.g. https://www.youtube.com/watch?v=VTNmLt7QX8E.
532 A. Kampa et al.
4.1 Authoring
Spierling [58] states: “the situation for story creators approaching highly-
interactive storytelling is complex. There is a gap between the available technol-
ogy, which requires programming and prior knowledge in Artificial Intelligence,
and established models of storytelling, which are too linear to have the potential
to be highly interactive.” Producing IDS experiences needs process structures of
interdisciplinary development. So far several approaches deal with creative input
of content and non-linear stories structures by non-programmers [58,61] called
authors weather they are technical and content producing [1] or narrative [58]
or other authors who are non-expert in software engineering [1]. Some author-
ing tools enable children to input stories like the Heider and Simmel Interactive
Theater [30] and the Wayang Authoring Tool [67] both evaluated with under-
graduates. The question of who is an author and what skills an author should
possess and if this must be taken into account when designing authoring tools [1]
is still undefined for IDS [58,59]. Opposite to that authors can learn how to pro-
gram and implement their own idea of an IDS experience but this approach
excludes authoring by non-programmers and is therefore not discussed here.
The process of authors entering data or narrative structures into the IDS sys-
tem tailored for a storytelling engine to run on is called authoring. Producing a
game with storytelling and especially with interactive storytelling characteristics
involves various steps of designing, authoring, capturing, media production and
programming [50]. Researching and writing stories for the game comes before
dramatically rendering and translating content into visual content, which then
is produced renders the production to an interdisciplinary task. With regard to
expensive production costs many prior steps must be prototyped, which makes
the interdisciplinary task an iterative process argues [59]. As authors expertise
and skills vary, input models called authoring models vary as well as authoring
methods implemented in authoring tools. In many systems XML and dialects of
it describe non-linear story structures [16,39,40,65,66].Entering XML structures
is a task included in the authoring model and can be implemented by using a text
2
https://www.secom20.eu/.
Storytelling in Serious Games 533
editor or a graphical user interface [66]. In all cases a XML experienced author
can fall back on a text editor entering XML structures. But graphical user inter-
faces open a window for non-expert authors widening the target group of authors
for an IDS system. That is the wide-spread goal of authoring tools [1,40,66].
The concept of authoring is determining “the relationships between gener-
ative technologies underlying Interactive Storytelling engines, and the actual
description of narrative content”[51]. Entering other creative content and infor-
mation for a storytelling engine creates a bottleneck [51,59] in production
process. So far approaches like generating input [58] and output by input combi-
nation using Artificial Intelligence based on discourse analysis in conversational
systems as well as game-and simulation design [58], as well as component-based
approaches [1] did not solve this bottleneck. While using different approaches
and models for authoring IDS experiences all works on authoring tools agree
on the necessity for all authors including programmers and non-programmers of
instant testing of entered content [1,66].
Authoring for IDS systems follows various models depending on the execut-
ing system delivering the interactive experience depending on the storytelling
engine [51] used. An authoring tool should not only support the presentation
of the used technology states [1], but also allow for authors with different back-
grounds to create IDS experiences. The author himself should not need to create
the underlying structure from scratch, but can fall back on a story template
provided by the authoring tool. An authoring tool can also be an authoring
toolkit MR Toolkit, [66] The relevant tasks that the author has to fulfill are
then reduced to his core domain and competencies, which include selecting and
combining components, adapting multimedia content, and calibrating visual rep-
resentations of components with the appropriate real world objects. says [1].
But there are problems with visualizations of programming structures for
non-programmers as [65] states: “The limitations of a single graph to model a
complex non-linear scenario are obvious, because an author is forced to define
all possible paths through the story in detail.” Describing a fallback to pro-
gramming structures opposite to creative methods creating narratives. The goal
of an authoring tool is to provide communication interfaces between technol-
ogy experts, storytelling experts and application domain-experts [1]. Szilas and
Spierling [59] describe a vicious circle in the process of creating authoring tools
between listening to authors and adjusting the authoring tool suggesting that
the creation of an authoring tool is rather an iterative building process than
a nonrecurring process. Easy to use interfaces are needed for defining complex
structures. “The Heider-Simmel Interactive Theater3 [30] allows novice users
to easily author movies intended to convey rich narratives that involve various
physical, social, and psychological concerns.” Gordon2014 states. This authoring
tool can be used by undergraduates as well as the Wayang Authoring Tool [67]
3
Heider Simmel Interactive Theater: http://hsit.ict.usc.edu/.
534 A. Kampa et al.
but both authoring tools produce no IDS system operated by storytelling engines
but a complete product to watch by the audience though non-expert input by
graphical user interfaces are provided by these authoring tools.
StoryTec environment [29] is an example of an authoring tool in the serious
game domain where non-programmers like “medical doctors, fitness coaches or
members of other user groups can either define fitness programs and game-
based applications for sports and health from scratch or retrieve preconfigured
programs and templates from the database (repository) and customize those to
the needs and characteristics of individuals and groups.” Ergo Active, Y-Move
and SunSports Go are serious games developed with StoryTec [29].
Apart from enabling input for non-programmers authoring tools are mainly
developed for specialized storytelling engines. StoryNet [55] using hypertext for
IDS and HTML browsers as storytelling engines. This is the only project using
standardized software and markup language for IDS. Most IDS projects use
XML or a self-made XML dialect for describing story structures and content [66],
MR Toolkit. [40] and use specialized storytelling engines implementing several
planning algorithms [61]. We conclude authoring tool development is a diversified
research field of different authoring models and methods providing access to non-
expert authors of various domains and an interdisciplinary task with the goal of
tackling the authoring bottleneck [59].
serious games design have to be defined. The presented storytelling basics have
to be examined in game context. In the serious game context narratives are
essential to transport the serious sense behind the game. There exist different
ways to work with narrating parts in serious games. Not all parts have to be told
by the author. The serious game World without oil, in which the user tell their
own stories how to deal with the oil crisis, is a good example for that. But how
correspond this with the immersion, game designer want to reach? This opens
a new research field: How influence dramatic storylines or character design the
immersion level of the player? And how could we measure this?
Further, interference between interaction and reception in serious games have
to be analyzed in detail, considering the players freedom of choice. This also
means the mixture between linear and nonlinear elements. Balancing the recep-
tion of the story with the interaction with game elements is an important chal-
lenge in designing games, but an opportunity as well. New forms of storytelling
according to Interactive Digital Storytelling opens prospects for learning. Self-
determined learning needs a freedom of choice, given by Interactive Storytelling.
So, gamer learn serious content as a coauthor by active doing and trying it out.
This is represented for example by roleplaying in the highly interactive game
Faade or discovering the Saalburgs spirit on players own ways with the mobile
location-based serious game Spirit. This opens an important research field: How
narrative parts and the freedom of choice influence the learning aspects in serious
games? It has to be analyzed, how much a guidance is useful for transporting
serious sense.
Further, authoring tools are often specialized on certain IDS systems and
authoring methods producing different IDS experiences from other authoring
tools. Today there is no comprehensive media format for IDS experiences but
many IDS approaches mostly implemented as prototypes. Unlike HTML as for-
mat for Hyperfiction a IDS format of the 80 s and 90 s [39] today formats diverge
seemingly according to different technologies like mobile gaming, theater per-
formances, location based technology, HMDs, Google glass and desktop PCs
used for IDS experiences. The question here is weather these diversions are only
technical diversions or is there a mutual core of IDS in those models, authoring
methods and authoring tools and if yes what is this core? Also, authoring in
a game design process opens new challenges: How to visualize realize the con-
cept of interactive storytelling in a game to the author to enable the authoring
process in the interdisciplinary team?
Many years of research and discussion have passed, but the coupling of narra-
tion and interaction can still spark provocative debates requiring our attention.
Therefore further work on the practical and ontological analogies and differ-
ences between interactivity and narration is necessary. [38] In Interactive Digital
Storytelling the authoring bottleneck up to this point is still left unsolved [59].
Last but not least, Learning, Gaming and Storytelling have to be examined
as an unity. A big challenge is how to evaluate learning aspects transported
by narration in prospect. Single evaluations already exist, particularly in heal
care. The 2008 study by Kato, Cole, Bradlyn and Pollock [37] about the serious
536 A. Kampa et al.
game Re-Mission represents a good example for this. But there is no focus on
narration parts. It is a common sense that serious games using storytelling can
help to understand in a learning context, but their is no general method to
evaluate this connection.
Further Readings
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