
Narrative Interplay in the Digital Era
Generative AI, Alternate Reality Games, and the Future of Interactive Pedagogy
Andrew Klobucar(Editor)
Intellect Books (Publisher)
Published on 10. November 2025
Book
Hardback
236 pages
978-1-83595-205-4 (ISBN)
Description
This anthology explores the current evolution of interactive storytelling across digital as well as physical spaces by examining how games, digital narratives and participatory art can reshape creative expression and learning at fundamental levels.
The contributors propose that interactive fiction is best examined by combining social, literary and technical analyses together. Used independently, each modality provides an insufficient picture of the deeply merged social, technical and artistic media environments we currently inhabit. We focus instead on the nature of the social interactions involved when engaging in digital storytelling, emphasizing that an interactive narrative is perpetually constructed and reconstructed each time it is experienced.
The collection provides in depth analysis, organized into three distinct sections, the first two based on the key modalities of alternate realities and digital interactive fiction. The third section then provides an important political critique of gaming ideologies. Contributors with expertise and experience in each section topic provide diverse and timely analyses on how interactive narratives function in educational contexts, community engagement and human-machine collaboration. The authors also investigate both theoretical frameworks and practical applications, from live-action role-playing to AI-assisted writing, while considering the significant social and political implications of gaming culture in general.
The collection's strength remains on its unique bringing together diverse perspectives from game designers, educators, artists and theorists to examine how new forms of storytelling emerge at the intersection of analogue and digital realms, with particular attention to the role of play and interactivity in contemporary learning environments.
The contributors propose that interactive fiction is best examined by combining social, literary and technical analyses together. Used independently, each modality provides an insufficient picture of the deeply merged social, technical and artistic media environments we currently inhabit. We focus instead on the nature of the social interactions involved when engaging in digital storytelling, emphasizing that an interactive narrative is perpetually constructed and reconstructed each time it is experienced.
The collection provides in depth analysis, organized into three distinct sections, the first two based on the key modalities of alternate realities and digital interactive fiction. The third section then provides an important political critique of gaming ideologies. Contributors with expertise and experience in each section topic provide diverse and timely analyses on how interactive narratives function in educational contexts, community engagement and human-machine collaboration. The authors also investigate both theoretical frameworks and practical applications, from live-action role-playing to AI-assisted writing, while considering the significant social and political implications of gaming culture in general.
The collection's strength remains on its unique bringing together diverse perspectives from game designers, educators, artists and theorists to examine how new forms of storytelling emerge at the intersection of analogue and digital realms, with particular attention to the role of play and interactivity in contemporary learning environments.
More details
Language
English
Place of publication
United Kingdom
Publishing group
Intellect
Target group
Professional and scholarly
Dimensions
Height: 250 mm
Width: 175 mm
Thickness: 17 mm
Weight
597 gr
ISBN-13
978-1-83595-205-4 (9781835952054)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Andrew Klobucar
Narrative Interplay in the Digital Era
Generative AI, Alternate Reality Games, and the Future of Interactive Pedagogy
E-Book
08/2025
Intellect Books
€98.99
Available for download
Person
Dr Andrew Klobucar is a scholar specializing in digital media and narrative interactive technologies. His research examines how advances in media platforms transform creative expression, authorship and social communities, deeply focusing on the relationship between technological developments and evolving digital aesthetics across narrative, image and sound.
Content
Foreword: The Ambivalence of Interactivity and Potentials of Play
Patrick Jagoda
Acknowledgments
Introduction
Andrew Klobucar
PART I: ALTERNATE REALITIES AND GAMING
1. A Digital Walk-Through: Thomas Hirschhorn's Monuments Series and Alternate Reality Games
Andrew Klobucar
2. Larp as Medium, Larp as Message: Some Notes on Managing a Diegetic Commons
Harlin/Hayley Steele with Alejandro Ponce de Leon
3. Kustom Karakter Orthographee for a Visual, Written, Digital World
Rob Wittig and Mark C. Marino
4. Deliberate Play and Workplace Learning
Zsolt Olah
PART II: DIGITAL INTERACTIVE FICTION
5. Fun Time: Exploring Clocks, Computers, and Videogames
Rebecca Rouse
6. Interactive Storytelling as an Educational Tool: Escape to Apple Wick Hill
Jessica Ross-Nersesian
PART III: THE IDEOLOGIES OF GAMING
7. Are We All Speaking of the Same Feminazi? Understanding the Nuances of a Gendered Slur in Gaming Culture
Kristian A. Bjorkelo
8. Interactivity and Its Discontents
J ? Johnson
Notes on Contributors
Index
Patrick Jagoda
Acknowledgments
Introduction
Andrew Klobucar
PART I: ALTERNATE REALITIES AND GAMING
1. A Digital Walk-Through: Thomas Hirschhorn's Monuments Series and Alternate Reality Games
Andrew Klobucar
2. Larp as Medium, Larp as Message: Some Notes on Managing a Diegetic Commons
Harlin/Hayley Steele with Alejandro Ponce de Leon
3. Kustom Karakter Orthographee for a Visual, Written, Digital World
Rob Wittig and Mark C. Marino
4. Deliberate Play and Workplace Learning
Zsolt Olah
PART II: DIGITAL INTERACTIVE FICTION
5. Fun Time: Exploring Clocks, Computers, and Videogames
Rebecca Rouse
6. Interactive Storytelling as an Educational Tool: Escape to Apple Wick Hill
Jessica Ross-Nersesian
PART III: THE IDEOLOGIES OF GAMING
7. Are We All Speaking of the Same Feminazi? Understanding the Nuances of a Gendered Slur in Gaming Culture
Kristian A. Bjorkelo
8. Interactivity and Its Discontents
J ? Johnson
Notes on Contributors
Index