in this research, I would like to consider the role of the board game in educational technology enhanced learning and the issues involved in constructing applied narrative learning environment. We will see that games have played an important role in education for a very long time, well pre-dating the use of digital learning technologies, and can be closely related to a number of theoretical approaches to learning. However, the board game has recently become a much more significant topic for research, not only in education as theoretical and applied technology, but also in other fields, such as knowledge management, leadership, and teamwork, and we examine why it has become such a central concern. The research then looks at the existing use of story in fielded educational applications, and questions how far it has actually been used as an essential mechanism producing a narrative learning environment - rather than merely as motivational support. The relationship between story and computer games is an important issue here. We argue that the interactivity of digital media raises fundamental problems for the use of story which are still challenging researchers, and look at the various approaches to dealing with these problems, citing a number of example systems. Finally, we discuss the direction in which the technology is moving what it offers now and what it may offer in the near future, and what technical support is currently available for creating digital narrative learning environments.