Whereas traditionally stories involve an author, a performer, and an audience, much of the power of videogames as media for
advancing narrative springs from their affordance for the player to occupy more than one role—and sometimes all three—simultaneously.
In the narratively-rich videogames that we design, players have the opportunity to perform actions, experience consequences,
and reflect on the underlying social values that these situations were designed to engage. Here, our focus is on the use of
these games to engage children in experiencing ideological struggles associated with realizing social commitments. Toward
this end, we will present our theoretical argument for the power of games as a contemporary story medium, grounding this discussion
in the demonstration of three game design projects and their implementations.
Keywords Interactive narrative - Educational games - Social commitment