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Story and Simulations for Serious Games: Tales from the Trenches
     

Story and Simulations for Serious Games: Tales from the Trenches

by Nick Iuppa
 

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ISBN-10: 024080788X

ISBN-13: 2900240807880

Pub. Date: 11/15/2006

Publisher: Taylor & Francis

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

Overview

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.

About the Author:
Nick Iuppa currently he is designing story based simulation-training for the U.S. Fire Service

About the Author:
Terry Borst taught screenwriting and multimedia design at UCLA, USC, the College of Santa Fe, Moorpark College

Product Details

ISBN-13:
2900240807880
Publisher:
Taylor & Francis
Publication date:
11/15/2006
Edition description:
NE
Pages:
264

Table of Contents


Introduction     xvii
Who This Book is For     1
Case Studies     5
The StoryDrive Engine     7
Collaborative Distance Learning     17
Branching Storylines     25
Stories and Story Development     33
A Good Story (The Simple Answer)     35
Other Perspectives on Story     41
War Stories and Parables     47
Designing Simulation Stories from Tacit Knowledge     53
Simulation Stories and Free Play     61
Experience Management     69
Story Representation in Experience Management     77
Characters     81
Creating Multidimensional Characters     83
A Really Good Villain     97
Synthetic Characters     107
Man in the Loop vs. The Automated Game Manager     111
The Instructor as Dungeon Master     113
Automated Story Generation     119
Completing the Pyramid     123
Game Play     125
Evaluation and Testing     133
Building the Immersive Environment     143
Content Scripting Tools     145
Selecting Media and Platform: An Overview     155
Immersive DesktopExperiences     161
The Internet     167
Interactive Video and Interactive Television     175
Real-Time 3D Virtual Worlds     185
Audio     195
Simulation Integration     205
Story Structures for Commercial Games     211
Back Story and Free Play     213
Stories in State-of-the-Art Serious Games     219
Stories in State-of-the-Art Commercial Games     221
The Future of Story-Driven Games     227
The Future: The Role of Story     229
Immersive Distance Learning Experiences     229
Online Collaborative Games and Simulations     230
Story-Driven Massively Multiplayer Online Games     231
Location-Based Full-Sensory Simulations (Virtual Reality)     231
Keeping Track of the Evolution     232
Summary     233
Conclusion     235
Bibliography     237
Index     239

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