International Conference on Interactive Digital Storytelling

Interactive Storytelling pp 142-153

Using a Controlled Natural Language for Specifying the Narratives of Serious Games

  • Frederik Van Broeckhoven
  • Joachim Vlieghe
  • Olga De Troyer
Conference paper

DOI: 10.1007/978-3-319-27036-4_13

Part of the Lecture Notes in Computer Science book series (LNCS, volume 9445)
Cite this paper as:
Van Broeckhoven F., Vlieghe J., De Troyer O. (2015) Using a Controlled Natural Language for Specifying the Narratives of Serious Games. In: Schoenau-Fog H., Bruni L., Louchart S., Baceviciute S. (eds) Interactive Storytelling. Lecture Notes in Computer Science, vol 9445. Springer, Cham

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 the different terminologies, backgrounds and concerns of the people involved. To overcome these problems, we propose the use of a Controlled Natural Language (CNL) in combination with a graphical notation for modeling game narratives. The use of a CNL provides an easy human-readable, yet flexible and expressive way to specify story-lines. In addition, a CNL provides the possibility for automatically processing story-lines and generating code. As such, incorporating CNL in the design process also contributes to shortening the development time.

Keywords

Domain specific modeling language Controlled natural language Game narrative 

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  • Frederik Van Broeckhoven
    • 1
  • Joachim Vlieghe
    • 1
  • Olga De Troyer
    • 1
  1. 1.Vrije Universiteit BrusselBrusselBelgium

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