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GenQuest: An LLM-based Text Adventure Game for Language Learners

arXiv 2510.04498 ↗First posted 6 Oct 2025cs.CL cs.AIcited by 0

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Abstract (arXiv)

GenQuest is a generative text adventure game that leverages Large Language Models (LLMs) to facilitate second language learning through immersive, interactive storytelling. The system engages English as a Foreign Language (EFL) learners in a collaborative "choose-your-own-adventure" style narrative, dynamically generated in response to learner choices. Game mechanics such as branching decision points and story milestones are incorporated to maintain narrative coherence while allowing learner-driven plot development. Key pedagogical features include content generation tailored to each learner's proficiency level, and a vocabulary assistant that provides in-context explanations of learner-queried text strings, ranging from words and phrases to sentences. Findings from a pilot study with university EFL students in China indicate promising vocabulary gains and positive user perceptions. Also discussed are suggestions from participants regarding the narrative length and quality, and the request for multi-modal content such as illustrations.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 11 of its 44 references that are in the map. First posted on arXiv 6 Oct 2025.

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References · 11

  1. 2023Generative Agents: Interactive Simulacra of Human Behaviorcited by 3,500
  2. 2023Sparks of Artificial General Intelligence: Early experiments with GPT-4cited by 2,579
  3. 2018TextWorld: A Learning Environment for Text-based Gamescited by 304
  4. 2021Implicit Representations of Meaning in Neural Language Modelscited by 179
  5. 2019Learning to Speak and Act in a Fantasy Text Adventure Gamecited by 122
  6. 2019Increasing Generality in Machine Learning through Procedural Content Generationcited by 58
  7. 2020Bringing Stories Alive: Generating Interactive Fiction Worldscited by 28
  8. 2019Interactive Language Learning by Question Answeringcited by 19
  9. 2019Toward Automated Quest Generation in Text-Adventure Gamescited by 14
  10. 2019Generating Interactive Worlds with Textcited by 13
  11. 2018Playing by the Book: An Interactive Game Approach for Action Graph Extraction from Textcited by 6

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