Skip to main content

Creating Story-Based Serious Games Using a Controlled Natural Language Domain Specific Modeling Language

  • Chapter
  • First Online:
Serious Games and Edutainment Applications

Abstract

Creating serious games calls for a multidisciplinary design team, including game developers, subject-matter experts, pedagogical experts, and narrative designers. However, such multidisciplinary teams often experience communication and collaboration problems due to differences in terminology, background and the concerns of the people involved. As one step towards solving this problem, we developed a modeling language for authors of serious games to specify both the story and the pedagogical aspects of a narrative-based (i.e., story-based) serious game. The models created with the help of this language can then be processed in order to automatically generate (parts of) the game. The language is specifically designed to support the involvement of experts with a non-technical background. To achieve this, we employ a domain specific modeling language, i.e., a language specific for the domain of serious games and customizable to the terminology of the domain the serious game is dealing with. Furthermore, the language makes use of a Controlled Natural Language syntax and graphical notations. The combination of a domain specific vocabulary, a natural language syntax, and an easy to understand graphical notation allows different experts to be actively involved in the specification of the serious game, as such increasing consensus and enhancing quality. Furthermore, the model-based approach allows for a shortening of the development time of serious games (and therefore also their cost). As such, the approach tackles one of the major barriers for the development and widespread use of serious games. In this chapter, we present a complete overview of the domain specific modeling language and the associated tools developed to support the model-based approach.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 189.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 249.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 249.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    https://unity3d.com/

  2. 2.

    https://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/navmeshes

  3. 3.

    https://msdn.microsoft.com/en-us/library/system.json.jsonobject(v=vs.95).aspx

References

  • Bandura, A.: Social cognitive theory of self-regulation. Organ. Behav. Hum. Decis. Process. 50 (2), 248–287 (1991)

    Article  Google Scholar 

  • Bartholomew, L.K., Parcel, G.S., Kok, G., Gottlieb, N.H., Fernàndez, M.E.: Planning health promotion programs: an intervention mapping approach, 3rd edn. Jossey-Bass, San Franscico (2011)

    Google Scholar 

  • Bellotti, F., Berta, R., De Gloria, A.: Designing effective serious games: opportunities and challenges for research. Int. J. Emerg. Technol. Learn. (iJET) 5 (SI3), 22–35 (2010)

    Google Scholar 

  • De Troyer, O., Janssens, E.: Supporting the requirement analysis phase for the development of serious games for children. Int. J. Child-Comput. Interact. 2 (2), 76–84 (2014)

    Article  Google Scholar 

  • Deursen, A.V., Klint, P., Visser, J.: Domain-specific languages: an annotated bibliography. ACM Sigplan Not. 35 (6), 26–36 (2000)

    Article  Google Scholar 

  • Djaouti, D., Alvarez, J., Jessel, J.: Can Gaming 2.0 help design Serious Games? A comparative study. In: 5th SIGGRAPH Symposium on Video Games, Los Angeles, pp. 11–18 (2010)

    Google Scholar 

  • Dobbe, J.: A Domain-Specific Language for Computer Games, Delft University of Technology, Delft (2007)

    Google Scholar 

  • Friendly ATTAC (2012) http://www.friendlyattac.be/en/. Accessed 18 Apr 2016

  • Fuchs, N., Schwertel, U., Schwitter, R.: Attempto controlled English not just another logic specification language. Logic-based program synthesis and transformation 1559, 1–20 (1999)

    Article  Google Scholar 

  • Furtado, A.W.B., Santos, A.L.M.: Using domain-specific modeling towards computer games development industrialization. In: 6th OOPSLA Workshop on DomainSpecific Modeling DSM’06, Portland, p. 1 (2006)

    Google Scholar 

  • Göbel, S., Mehm, F., Radke, S., Steinmetz, R.: 80Days: adaptive digital storytelling for digital educational games. In: CEUR Workshop Proceedings, Corfù, vol. 498 (2009)

    Google Scholar 

  • Guerreiro, R., Rosa, A., Sousa, V., Amaral, V., Correia, N.: UbiLang: towards a domain specific modeling language for specification of Ubiquitous Games. In: INForum, Braga, pp. 449–460 (2010)

    Google Scholar 

  • Hirdes, E.M., Thillainathan, N., Leimeister, J.M.: Towards modeling educational objectives in serious games. In: CEUR Workshop Proceedings, Melbourne, vol. 898, pp. 11–14 (2012)

    Google Scholar 

  • Hürsch, W.L., Lopes, C.V.: Separation of concerns, Technical Report NU-CCS-95-03, College of Computer Science, Northeastern University (1995)

    Google Scholar 

  • ISO: Information technology—Syntactic metalanguage—Extended BNF, ISO 14977:1996(E), International Organization for Standardization, Geneva (1996)

    Google Scholar 

  • Janssens, O., Samyny, K., Van de Walle, R., Van Hoecke, S.: Educational virtual game scenario generation for serious games. In: 2014 IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH), Rio de Janeiro, pp. 1–8 (2014)

    Google Scholar 

  • Kelly, S., Tolvanen, J.P.: Domain-Specific Modeling: Enabling Full Code Generation. John Wiley & Sons, Hoboken, New Jersey (2008)

    Book  Google Scholar 

  • Koper, R., Olivier, B.: Representing the learning design of units of learning. Educ. Technol. Soc. 7 (3), 97–111 (2004)

    Google Scholar 

  • Lindley, C.A.: Story and narrative structures in computer games. In: Bushoff, B. (ed.) Developing interactive narrative content: sagas/sagasnet reader, High Text, Munich 1–27 (January) 1–27 (2005)

    Google Scholar 

  • Luoma, J., Kelly, S., Tolvanen, J.-P.: Defining domain-specific modeling languages: collected experiences. In: 4th Workshop on Domain-Specific Modeling (June 2015), pp. 198–209 (2004)

    Google Scholar 

  • Marchiori, E.J., del Blanco, Á., Torrente, J., Martinez-Ortiz, I., Fernández-Manjón, B.: A visual language for the creation of narrative educational games. J. Vis. Lang. Comput. 22 (6), 443–452 (2011)

    Article  Google Scholar 

  • Marchiori, E.J., Torrente, J., Del Blanco, Á., Moreno-Ger, P., Fernández-Manjón, B.: A visual domain specific language for the creation of educational video games. IEEE Learn. Technol. Newslett. 30 (1), 11–11 (2003)

    Google Scholar 

  • Moody, D.: The physics of notations: toward a scientific basis for constructing visual notations in software engineering. IEEE Trans. Softw. Eng. 35 (6), 756–779 (2009)

    Article  Google Scholar 

  • Moreno-Ger, P., Martínez-Ortiz, I., Sierra, J.L., Fernández-Manjón, B.: A content-centric development process model. Computer 41 (3), 24–30 (2008)

    Article  Google Scholar 

  • Nelson, G.: Natural language, semantic analysis, and interactive fiction. Technical Report, St. Anne’s College, Oxford (2006)

    Google Scholar 

  • Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., Millner, A., Rosenbaum, E., Silver, J. a. Y., Silverman, B., Kafai, Y.: Scratch: Programming for all. Commun. ACM 52, 60–67 (2009)

    Google Scholar 

  • Rooney, P., O’Rourke, K.C., Burke, G., Mac Namee, B., Igbrude, C.: Cross-disciplinary approaches for developing serious games in higher education: frameworks for food safety and environmental health education. In: Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications, VS-GAMES 2009, Coventry, pp. 161–165 (2009)

    Google Scholar 

  • StoryBricks (2014). http://www.storybricks.com. Accessed 18 Apr 2016

  • Torrente, J., Moreno-Ger, P., Fernández-Manjón, B., Sierra, J.L.: Instructor-oriented authoring tools for educational videogames. In: Proceedings – The 8th IEEE International Conference on Advanced Learning Technologies (ICALT 2008), Cantabria, pp. 516–518 (2008)

    Google Scholar 

  • Tran, C.D., George, S., Marfisi-Schottman, I.: EDoS: An authoring environment for serious games design based on three models. In: 4th European Conference on Games Based Learning (ECGBL 2010), Copenhagen, pp. 393–402 (2010)

    Google Scholar 

  • Van Broeckhoven F, De Troyer O.: ATTAC-L: a modeling language for educational virtual scenarios in the context of preventing cyber bullying. In: 2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH), pp. 1–8 (2013)

    Google Scholar 

  • Van Broeckhoven, F., Vlieghe, J., De Troyer, O.: Mapping between pedagogical design strategies and serious game narratives. In: Proceedings of the 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), Skövde, pp. 1–8 (2015a)

    Google Scholar 

  • Van Broeckhoven, F., Vlieghe, J., De Troyer, O.: Using a controlled natural language for specifying the narratives of serious games. Interactive Storytelling: ICIDS 2015. Lecture Notes in Computer Science 9445, pp. 1–12, Springer, Copenhagen (2015b)

    Google Scholar 

  • Van Broeckhoven, F., Vlieghe, J., De Troyer, O.: Linking serious game narratives with pedagogical theories and pedagogical design strategies. J. Comput. High. Educ. (2017)

    Google Scholar 

  • Van Hoecke, S., Samyn, K., Deglorie, G., Janssens, O., Lambert, P., Van de Walle, R.: Enabling control of 3d visuals, scenarios and non-linear gameplay in serious game development through model-driven authoring. In: Serious Games, Interaction, and Simulation. Springer, pp. 103–110 (2016)

    Google Scholar 

  • Wyner, A., Angelov, K., Barzdins, G., Damljanovic, D., Davis, B., Fuchs, N., Hoefler, S., Jones, K., Kaljurand, K., Kuhn, T., Luts, M., Pool, J., Rosner, M., Schwitter, R., Sowa, J.: On controlled natural languages: properties and prospects. In: International Workshop on Controlled Natural Language. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). LNAI, vol. 5972, pp. 281–289 (2010)

    Google Scholar 

Download references

Acknowledgements

This research was funded by IWT (Institute for Science and Technology) under the Friendly ATTAC project. We also like to thank our colleagues of the Friendly ATTAC project for the fruitful cooperation resulting in a lot of improvements for ATTAC-L.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Olga De Troyer .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this chapter

Cite this chapter

De Troyer, O., Van Broeckhoven, F., Vlieghe, J. (2017). Creating Story-Based Serious Games Using a Controlled Natural Language Domain Specific Modeling Language. In: Ma, M., Oikonomou, A. (eds) Serious Games and Edutainment Applications . Springer, Cham. https://doi.org/10.1007/978-3-319-51645-5_25

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-51645-5_25

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-51643-1

  • Online ISBN: 978-3-319-51645-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics