{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,11,1]],"date-time":"2025-11-01T05:40:52Z","timestamp":1761975652576,"version":"build-2065373602"},"reference-count":29,"publisher":"IGI Global","issue":"1","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2013,1,1]]},"abstract":"<p>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\u2019 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.<\/p>","DOI":"10.4018\/ijgbl.2013010105","type":"journal-article","created":{"date-parts":[[2013,5,23]],"date-time":"2013-05-23T17:18:28Z","timestamp":1369329508000},"page":"63-79","source":"Crossref","is-referenced-by-count":6,"title":["An Authoring Tool for Educational Adventure Games"],"prefix":"10.4018","volume":"3","author":[{"given":"Florian","family":"Mehm","sequence":"first","affiliation":[{"name":"Multimedia Communications Lab (KOM), Technische Universit\u00e4t Darmstadt, Darmstadt, Germany"}]},{"given":"Stefan","family":"G\u00f6bel","sequence":"additional","affiliation":[{"name":"Multimedia Communications Lab (KOM), Technische Universit\u00e4t Darmstadt, Darmstadt, Germany"}]},{"given":"Ralf","family":"Steinmetz","sequence":"additional","affiliation":[{"name":"Multimedia Communications Lab (KOM), Technische Universit\u00e4t Darmstadt, Darmstadt, Germany"}]}],"member":"2432","reference":[{"issue":"2\/3","key":"ijgbl.2013010105-0","first-page":"249","article-title":"Building an educational adventure game: Theory, design and lessons.","volume":"12","author":"A.Amory","year":"2001","journal-title":"Journal of Interactive Learning Research"},{"key":"ijgbl.2013010105-1","unstructured":"Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19."},{"key":"ijgbl.2013010105-2","doi-asserted-by":"publisher","DOI":"10.1007\/978-94-017-0819-7_13"},{"journal-title":"The hero with a thousand faces","year":"1972","author":"J.Campbell","key":"ijgbl.2013010105-3"},{"issue":"2","key":"ijgbl.2013010105-4","first-page":"172","article-title":"Adventure games in education: A review.","volume":"8","author":"B.Cavallari","year":"1992","journal-title":"Australian Journal of Educational Technology"},{"key":"ijgbl.2013010105-5","doi-asserted-by":"crossref","unstructured":"Del Blanco, A., Torrente, J., Marchiori, E., Martinez-Ortiz, I., Moreno-Ger, P., & Fernandez-Manjon, B. (2010). Easing assessment of game-based learning with e-adventure and LAMS. In Proceedings of the Second ACM International Workshop on Multimedia Technologies for Distance Learning (pp. 25\u201330). New York, NY: ACM","DOI":"10.1145\/1878052.1878059"},{"key":"ijgbl.2013010105-6","doi-asserted-by":"publisher","DOI":"10.1007\/s11423-006-8806-y"},{"key":"ijgbl.2013010105-7","unstructured":"Est, C. V., Poelman, R., & Bidarra, R. (2010). High-level scenario editing for serious games. In P. Richard & J. Braz (Eds.), GRAPP 2011 - Proceedings of the International Conference on Computer Graphics Theory and Applications (pp. 339\u2013346). SciTePress."},{"key":"ijgbl.2013010105-8","doi-asserted-by":"crossref","unstructured":"G\u00f6bel, S., Wendel, V., Ritter, C., & Steinmetz, R. (2010, August 16-18). Personalized, adaptive digital educational games using narrative, game-based learning objects. In Entertainment for Education. Digital Techniques and Systems 5th International Conference on E-learning and Games, Edutainment 2010, Changchun, China (pp. 438\u2013445). Berlin\/Heidelberg: Springer.","DOI":"10.1007\/978-3-642-14533-9_45"},{"issue":"40","key":"ijgbl.2013010105-9","doi-asserted-by":"crossref","first-page":"23","DOI":"10.1080\/15391523.2007.10782494","article-title":"Digital games in education: The design of games-based learning environments.","volume":"1","author":"B.Gros","year":"2007","journal-title":"Journal of Research on Technology in Education"},{"key":"ijgbl.2013010105-10","doi-asserted-by":"crossref","unstructured":"Ho, P.-C., Huang, C.-H., & Chung, S.-M. (2007). A computer adventure game applied in e-learning. In Proceedings of the 2007 International Conference on Intelligent Pervasive Computing (pp. 446\u2013451). IEEE.","DOI":"10.1109\/IPC.2007.76"},{"key":"ijgbl.2013010105-11","doi-asserted-by":"crossref","unstructured":"Hodgson, P., Man, D., & Leung, J. (2010). Managing the development of digital educational games. In Proceedings of DIGITEL 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (pp. 191\u2013193). IEEE.","DOI":"10.1109\/DIGITEL.2010.18"},{"key":"ijgbl.2013010105-12","unstructured":"Hunicke, R., & Chapman, V. (2004). AI for dynamic difficulty adjustment in games. In Proceedings of the Challenges in Game AI Workshop, Nineteenth National Conference on Artificial Intelligence (pp. 91\u201396). Palo Alto, CA: AAAI Press"},{"journal-title":"An alien\u2019s guide to multi-adaptive educational computer games","year":"2012","author":"M. D.Kickmeier-Rust","key":"ijgbl.2013010105-13"},{"key":"ijgbl.2013010105-14","doi-asserted-by":"publisher","DOI":"10.1111\/j.1744-6570.1998.tb00739.x"},{"key":"ijgbl.2013010105-15","unstructured":"Malo, S., & M\u00fcsebeck, P. (2010). Winterfest - An adventure game for basic education. In Workshop-Proceedings Informatik 2\u202f: 3rd Workshop on Inclusive E-Learning (pp. 61\u201365). Hildesheim, Germany: Franzbecker."},{"key":"ijgbl.2013010105-16","unstructured":"Mateas, M., & Stern, A. (2005). Structuring content in the Facade interactive drama architecture. In Young, M., & Laird, J. (Eds.), Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference (pp. 93-98). Palo Alto, CA: AAAI Press"},{"key":"ijgbl.2013010105-17","unstructured":"Mehm, F., G\u00f6bel, S., Radke, S., & Steinmetz, R. (2009). Authoring environment for story-based digital educational games. In M. D. Kickmeier-Rust (Ed.), Proceedings of the 1st International Open Workshop on Intelligent Personalization and Adaptation in Digital Educational Games (pp. 113\u2013124)."},{"key":"ijgbl.2013010105-18","unstructured":"Mehm, F., G\u00f6bel, S., & Steinmetz, R. (2011). Introducing component-based templates into a game authoring tool. In M. M. Dimitris Gouscos (Ed.), 5th European Conference on Games Based Learning (pp. 395\u2013403). Academic Conferences Limited, Reading, UK."},{"key":"ijgbl.2013010105-19","doi-asserted-by":"crossref","unstructured":"Mehm, F., Reuter, C., G\u00f6bel, S., & Steinmetz, R. (2012). future trends in game authoring tools. In Proceedings of the 2nd Workshop on Game Development and Model-Driven Software Development. Berlin \/ Heidelberg, Germany: Springer.","DOI":"10.1007\/978-3-642-33542-6_70"},{"key":"ijgbl.2013010105-20","unstructured":"Mehm, F., Wendel, V., G\u00f6bel, S., & Steinmetz, R. (2010). Bat cave: A testing and evaluation platform for digital educational games. In Meyer, B. (Ed.), Proceedings of the 3rd European Conference on Games Based Learning (pp. 251\u2013260). Reading, UK: Academic Conferences International."},{"key":"ijgbl.2013010105-21","doi-asserted-by":"publisher","DOI":"10.4018\/jksr.2010010102"},{"key":"ijgbl.2013010105-22","doi-asserted-by":"crossref","unstructured":"Musil, J., Schweda, A., Winkler, D., & Biffl, S. (2010). Improving video game development: Facilitating heterogeneous team collaboration through flexible software processes. In A. Riel, R. O\u2019Connor, S. Tichkiewitch, & R. Messnarz (Eds.), Proceedings 17th European Systems and Software Process Improvement and Innovation Conference EuroSPI 2010 (Vol. 99, pp. 83\u201394). Berlin\/Heidelberg, Germany: Springer.","DOI":"10.1007\/978-3-642-15666-3_8"},{"key":"ijgbl.2013010105-23","unstructured":"Rensing, C., Bergstr\u00e4\u00dfer, S., Hildebrandt, T., Meyer, M., Zimmermann, B., Faatz, A., et al. (2005). Re-use and re-authoring of learning resources - definitions and examples (KOM-TR-2005-02). Darmstadt, Germany."},{"key":"ijgbl.2013010105-24","doi-asserted-by":"publisher","DOI":"10.1207\/S15326985EP3802_5"},{"key":"ijgbl.2013010105-25","doi-asserted-by":"crossref","unstructured":"Sommeregger, P., & Kellner, G. (2012). Brief guidelines for educational adventure games creation (EAGC). In M. Sugimoto, V. Aleven, Y. S. Chee, & B. Fern\u00e1ndez-Manj\u00f3n (Eds.), Fourth IEEE International Conference On Digital Game And Intelligent Toy Enhanced Learning (pp. 120\u201322). IEEE Computer Society.","DOI":"10.1109\/DIGITEL.2012.32"},{"key":"ijgbl.2013010105-26","unstructured":"Torrente, J., Blanco, \u00c1. D., Ca\u00f1izal, G., Moreno-ger, P., & Fernand\u00e9z-Manj\u00f3n, B. (2008). <e-Adventure3D>: An open source authoring environment for 3d adventure games in education. In ACE \u201908 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology (pp.191-194). New York, NY: ACM."},{"key":"ijgbl.2013010105-27","doi-asserted-by":"crossref","unstructured":"Tran, M. Q., & Biddle, R. (2008). Collaboration in serious game development. In B. Kapralos, M. Katchabaw, & R. Jay (Eds.), Proceedings of the 2008 Conference on Future Play Research Play Share Future Play 08 (pp. 49\u201356). New York: ACM Press.","DOI":"10.1145\/1496984.1496993"},{"key":"ijgbl.2013010105-28","unstructured":"Wernbacher, T., Pfeiffer, A., Wagner, M., & Hofst\u00e4tter, J. (2012). Learning by playing: Can serious games be fun? In P. Felicia (Ed.), Proceedings of 6th European Conference on Games Based Learning (pp. 534 \u2013 541). Reading, UK: Academic Conferences Limited."}],"container-title":["International Journal of Game-Based Learning"],"original-title":[],"language":"ng","link":[{"URL":"https:\/\/www.igi-global.com\/viewtitle.aspx?TitleId=77316","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2022,6,1]],"date-time":"2022-06-01T19:30:29Z","timestamp":1654111829000},"score":1,"resource":{"primary":{"URL":"https:\/\/services.igi-global.com\/resolvedoi\/resolve.aspx?doi=10.4018\/ijgbl.2013010105"}},"subtitle":["Concept, Game Models and Authoring Processes"],"short-title":[],"issued":{"date-parts":[[2013,1,1]]},"references-count":29,"journal-issue":{"issue":"1","published-print":{"date-parts":[[2013,1]]}},"URL":"https:\/\/doi.org\/10.4018\/ijgbl.2013010105","relation":{},"ISSN":["2155-6849","2155-6857"],"issn-type":[{"type":"print","value":"2155-6849"},{"type":"electronic","value":"2155-6857"}],"subject":[],"published":{"date-parts":[[2013,1,1]]}}}