procedure from detecting a correspondence between
the phrase and the resulting password (which is still a
remarkable cognitive accomplishment, although it
adds or loses single characters in some cases, fails in
the consideration of capital and minor letters and – at
least in some of the translations – also fails in
transferring a word that represents a numeral into its
corresponding numeric character).
4 CONCLUSIONS
Coming back to the initial research questions about
how and to which extent GenAI can support the
production of hypermedia edutainment material, a
considerable gain in production speed could be found,
especially with image generation and text adaptations
like translation or reformulation within a given time
frame. We have found the support of Generative AI
significantly helpful for content production for a
modular hypermedia or crossmedia network on a
common theme. Although all GenAI output still
required some human refactoring, it was well-suited
to speed up the process of content creation. Despite
expectable limitations the translation of narrative text
even when it includes complex descriptions of a
process like the generation of a password from
passphrases based on proverbs for example, even
including extensions and modifications, the GenAI
showed – though still limited – considerable and
unexpected abilities.
Despite the fact that we found several interesting
hints to current abilities and limitations of GenAI
tools for supporting the production of hypermedia
narratives in an edutainment framework, in particular
through image generation and the modification and
translation of text, this study only casts a narrow
spotlight on the subject, as it lacks a large-scale
structured analysis. We intend to address this issue by
our future work, which aims at gaining deeper insight
into the varying requirements of our target groups and
the parameters that influence learning success, as well
as the progression of GenAI capabilities and in
particular a structured analysis of how different LLM
systems deal with the procedural description of
complex tasks when provided in a narrative context.
ACKNOWLEDGEMENTS
The authors like to thank Karl N. Kirschner for
thoroughly proofreading the English crime story
translation. The Evangelische Erwachsenenbildung
an Sieg und Rhein helped with conducting the
interview study. This work is supported by the
German Federal Ministry of Education and Research
(BMBF) under the research grant 16KIS 1623.
REFERENCES
Adams, A., Sasse, M. A., & Lunt, P. (1997). Making pass-
words secure and usable. In: People and computers xii,
pp. 1–19. Springer, Heidelberg
Brüns, J. d., Meißner, M. (2024). Do you create your con-
tent yourself? Using generative artificial intelligence
for social media content creation diminishes perceived
brand authenticity, Journal of Retailing and Consumer
Services 79, 103790, https://doi.org/10.1016/j.jretcon-
ser.2024.103790.
Day, T. (2023). A Preliminary Investigation of Fake Peer-
Reviewed Citations and References Generated by
ChatGPT. The Professional Geographer, 75(6), 1024–
1027. https://doi.org/10.1080/00330124.2023.2190373
Fang, X., Che, S., Mao, M., Zhang, H., Zhao, M., Zhao, X.
(2024). Bias of AI-generated content: an examination of
news produced by large language models. Sci Rep 14,
5224.
Fisher, J. A. (2023). Centering the Human: Digital Human-
ism and the Practice of Using Generative AI in the Au-
thoring of Interactive Digital Narratives. In: Holloway-
Attaway, L., Murray, J. T. (eds.) ICIDS 2023, LNCS
14383, 73–88, https://doi.org/10.1007/978-3-031-
47655-6_5
Heiden, W. (2006). Edutainment Aspects in Hypermedia
Storytelling. In: Pan, Z., Aylett, R., Diener, H., Jin, X.,
Göbel, S., Li, L. (eds) Technologies for E-Learning and
Digital Entertainment. Edutainment 2006. LNCS, vol
3942. Springer, Berlin, Heidelberg. https://doi.org/
10.1007/11736639_50
Heiden, W., Kless, T., Neteler, T. (2023). A Crossmedia Sto-
rytelling Platform to Empower Vulnerable Groups for
IT Security. In: Holloway-Attaway, L., Murray, J. T.
(eds.) ICIDS 2023, LNCS 14384, pp. 195–201.
Springer, Heidelberg. https://doi.org/10.1007/978-3-
031-47658-7_17
Heiden, W., Kless, T., Saitova, V., Wegner, V., Rötter, D.,
Neteler, T. (2024). Subliminal Teaching for Elderly
People Through Crossmedia Storytelling. In: Murray,
T. and Reyes, M. C. (eds.): ICIDS 2024, LNCS 15468,
pp. 196–204. Springer, Heidelberg. https://doi.org/
10.1007/978-3-031-78450-7_13
Kensinger, E. A. (2009). Remembering the Details: Effects
of Emotion. Emotion Review, 1(2), 99-113.
https://doi.org/10.1177/1754073908100432
Martini, L., La Tessa, L., Zolezzi, D. (2024). Building Con-
sistent Characters through Open-Source Generative AI.
International Journal of Emerging Technologies in
Learning (iJET), 19(8), pp. 82–89. https://doi.org/
10.3991/ijet.v19i08.50223
Mitchell, M., Krakauer, DC (2023). The debate over under-
standing in AI's large language models. Proc Natl Acad