Two weeks ago, I visited the 1st International Workshop on Pedagogically-driven Serious Games (PDSG 2012) together with my supervisor. It was part of the European Conference on Technology Enhanced Learning (EC-TEL), which focused on technological, pedagogical, organisational and domain aspects of innovating education.
The workshop was organised by Stefan Bocconi, Yulia Bachvarova (of the Cyntelix research institute) and Ralph Klamma (of RWTH Aachen), who wished to offer an opportunity for researchers in both the domains of serious games and education to learn from each other. The two focuses of the workshop were formalisations of pedagogical theories that can drive the elements in a serious game’s world and game frameworks based on storytelling, game mechanics and agents that would offer a platform for implementing these pedagogical theories. Eight papers addressing these subjects were accepted for the workshop proceedings and presented on the 18th of September. Indeed, some research was conceptual and focused on creating ontologies for didactics (Peeters et al., 2012) and on providing the first ideas into a building-blocks language for both pedagogy experts and game designers (Hirdes et al., 2012). Other talks discussed implemented systems and architectures (Klemke & Kravcik, 2012; De La Prieta Pintado et al., 2012). One talk in particular appealed to our domain as its project, TARGET, also focuses on social interaction, albeit in an organisational setting.
In my talk, I proposed the idea of using out-of-character reasoning as a means to distributedly manage how a story in a game develops (Linssen & Theune, 2012). You can find my slides here and the paper on the Publications page. The complete proceedings are available at the CEUR Workshop Proceedings website, Vol. 898.