Draft version. Please visit http://www.e-ucm.es/publications/articles.html for updated citation information Extensible multi-platform educational game framework Eugenio J. Marchiori 1 , Ángel Serrano 1 , Javier Torrente 1 , Iván Martínez-Ortiz 1 , Baltasar Fernández-Manjón 1,2 1 Facultad de Informática, Universidad Complutense de Madrid, 28040 Madrid, Spain 2 Laboratory of Computer Science, Massachusetts General Hospital, Harvard University, Boston, USA emarchiori@fdi.ucm.es, aserrano@e-ucm.es, {jtorrente, imartinez, balta}@fdi.ucm.es Abstract. This paper presents an extensible multi-platform educational game framework. This new framework enhances the point-and-click adventure game model used in a preexisting educational game framework (eAdventure) by extending it with new game metaphors and interactions. These include mini- games (e.g. puzzles, stories, word-games) suited for a greater variety of subjects (e.g. math, history, science) that are configured through a plug-in architecture. Targeting multiple platforms allows for the transparent deployment and use of the developed games in new mobile devices (e.g. tablets) and other systems of growing interest in the educational community. Unifying these aspects into one platform is a challenging task because it must implement the appropriate balance between expressivity, game production costs and possibilities to re-use successful educational game models. The basic adventure metaphor is used as a backbone to provide a strong narrative to drive games and engage the students. Keywords: Educational game framework, plug-in architecture, adventure games, multi-platform, serious games 1 Introduction Educational video games are available in very different flavours, going from simple (and inexpensive) puzzle games to complex (but costly) 3D immersive environments. Different genres are also available, but authors like Amory et al. [1] or Dickey [2] point out that the adventure game genre is especially well suited for educational use, because these games promote reflection and improve intrinsic motivation, and thus facilitate the acquisition of knowledge. Several advantages can be achieved by narrowing the gaming field to specific formulas of proven educational value. First, successful gaming models such as point- and-click adventures can be reused, helping to reduce the risk that the lack of rigorous research proving games' educational gain imposes [3]. Second, specific and easy-to- use authoring tools and frameworks can be created and used, which reduces development costs and complexity [4]. These advantages can be of particular