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Interactive Fiction: Model Development and an Example Created with DHTML and Microsoft Agent

, , University of Natal, South Africa

EdMedia + Innovate Learning, in Montreal, Canada ISBN 978-1-880094-40-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC


Interactive fiction (IF) appears to include both the adventure and role-playing games genres. However, Desilets (1999) defined interactive fiction as a "computer-based form of literature in which the reader plays the part of an important character, deciding, within limits, what action that character will take". That author argues that IF promotes student motivation, develops insights into elements of conventional literature, problem-solving skills, critical thinking and problem identification, and can be inexpensive to develop. McKee (1992) and Rieber (1996) agree that games can affect cognitive functions and motivation, and inherently stimulate curiosity (Thomas and Macredia, 1994) by including challenges and elements of fantasy, novelty and complexity (Malone, 1984; Malone and Lepper, 1987; Rivers, 1990). Educational researchers have investigated mainly two game types, simulation and adventure, as viable educational tools (Quinn, 1994, 1997; Roberts, 1976). Quinn (1994) proposed a model for the development of educationally sound games that attempted to integrate cognitive science, interface design and models of instruction. However, that theoretical model offers little practical help to guide game developers. In an attempt to formalize the relationship between educational theory, game design, play and development, we developed the Game Object Model (GOM) (Amory et al., 1999) (Fig. 1). While this model includes interfaces that create the ambiance of the game, Harrigan (1999) argues that dramatic theories (Laban, 1975; Stanislavski, 1976) could be incorporated into the design of educational software to heighten game play.


Amory, A. & Govender, D. (2000). Interactive Fiction: Model Development and an Example Created with DHTML and Microsoft Agent. In J. Bourdeau & R. Heller (Eds.), Proceedings of ED-MEDIA 2000--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1241-1242). Montreal, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved August 17, 2019 from .



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