
Interactive Storytelling
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This book constitutes the refereed proceedings of the 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, held in Tallinn, Estonia, in December 2021.
The 18 full papers and 17 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 99 submissions. The papers are categorized into the following topical sub-headings: Narrative Systems; Interactive Narrative Theory; Interactive Narrative Impact and Application; and the Interactive Narrative Research Discipline and Contemporary Practice.
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Content
- Intro
- Preface
- ARDIN, the Association for Research in Digital Interactive Narratives
- Organization
- Contents
- Narrative Systems
- Who Am I that Acts? The Use of Voice in Virtual Reality Interactive Narratives
- 1 Introduction
- 2 Voice in Narratives: Who Speaks?
- 3 "Who Am I that Speaks?" in Virtual Reality
- 3.1 Second Person Voice and Self-identification in VR
- 4 Case Studies
- 4.1 Case Study #1: The Last Goodbye (2017)
- 4.2 Case Study #2: The Book of Distance (2020)
- 5 Discussion
- 6 Conclusion
- References
- A Synset-Based Recommender Method for Mixed-Initiative Narrative World Creation
- 1 Introduction
- 2 Related Work
- 3 Mixed-Initiative Approach
- 3.1 Story Elements, Structure and Representation
- 3.2 Narrative World Content
- 3.3 Learning Synset Vectors
- 3.4 The Recommender Method
- 4 Interactive Prototype
- 5 Conclusion
- References
- Ressaca and Dispersão: Experiments in Non-linear Cinema
- 1 Introduction
- 2 Ressaca
- 3 Dispersão
- 4 Conclusion
- References
- Pedagogical Challenges in Social Physics Authoring
- 1 Introduction
- 2 Authoring Projects
- 2.1 Authoring VESPACE
- 2.2 Authoring Vox Populi: The Ustradian Games
- 3 Challenges in Social Physics Authoring
- 3.1 Schema Authoring Challenges
- 3.2 Rule Authoring Challenges
- 3.3 Action Authoring Challenges
- 3.4 Time to Feedback
- 4 Gameplay as a Pedagogical Answer to Authoring Challenges
- 4.1 Teaching Schema Authoring Through Gameplay
- 4.2 Teaching Rule Authoring Through Gameplay
- 5 Conclusions/Future Work
- References
- An Approach to Multiplayer Interactive Fiction
- 1 Introduction
- 2 Multiplayer Interactive Fiction
- 3 Interaction Paradigm
- 4 Related Work
- 4.1 Shared Screen Multiplayer Games
- 4.2 A Framework for Multiplayer IS Interactions
- 4.3 Multiplayer Interactive Fiction Experiences
- 5 Approach
- 6 Prototype
- 6.1 Story
- 6.2 Application
- 7 Evaluation
- 7.1 Experimental Procedure
- 7.2 First Experiment
- 7.3 Prototype Improvements
- 7.4 Second Experiment
- 8 Closing Guidelines
- References
- Highlight the Path Not Taken to Add Replay Value to Digital Storytelling Games
- 1 Introduction
- 2 Action, Inaction and Regret
- 3 ``The Ballad of the Wizard and Sacrifice''
- 4 Inaction Feedback System
- 5 Evaluation
- 5.1 Preliminary Evaluation
- 5.2 Final Evaluation
- 6 Discussion
- 7 Conclusions and Future Work
- References
- Narrative Text Generation from Abductive Interpretations Using Axiom-Specific Templates
- 1 Introduction
- 2 Axiom-Specific Templates
- 3 Proper Nouns, Common Nouns, and Pronouns
- 4 Evaluation
- 5 Conclusions
- References
- Using Wearable Devices to Participate in 3D Interactive Storytelling
- 1 Introduction
- 2 Related Work
- 3 System Design and Implementation
- 3.1 Motion Interpretation Module
- 3.2 Interaction and Story Scripting
- 3.3 Animation Management Module
- 4 Experimental Design and Results
- 4.1 Demonstrative Scenario
- 4.2 Experimental Settings
- 4.3 Experimental Results
- 5 Conclusions and Future Work
- References
- Inbox Games: Poetics and Authoring Support
- 1 Introduction
- 2 Related Work
- 3 Defining Inbox Games
- 3.1 Examples
- 3.2 Inbox Game Characteristics
- 3.3 Narrative Themes
- 4 Authoring Support
- 4.1 Email Engine
- 4.2 Modeling Time
- 4.3 The Inbox Authoring Language
- 4.4 Assessment: Comparison with Ink
- 5 Future Work
- 5.1 Planned Language Extensions
- 5.2 Tool Evaluation
- 6 Conclusion
- References
- A Plan-Based Formal Model of Character Regret
- 1 Introduction
- 2 Related Work
- 2.1 Narrative Planning
- 2.2 Choice Poetics
- 2.3 Regret
- 3 Plan-Based Regret Model
- 3.1 Intentional Planning
- 3.2 Regret Model
- 4 Example
- 4.1 Setup
- 4.2 Result
- 5 Conclusion
- References
- Narraport: Narrative-Based Interactions and Report Generation with Large Datasets
- 1 Introduction
- 2 Related Work
- 3 Identifying Story Elements for Narrative Frames
- 3.1 A Selection of Patterns
- 4 Narrative Report Generation
- 5 Conclusions and Future Work
- References
- Lean-Back Machina: Attention-Based Skippable Segments in Interactive Cinema
- 1 Introduction
- 2 Related Work
- 3 Background
- 3.1 Curiosity and Factors that Drive It
- 3.2 Structural-Affect Theory
- 4 Design of the Short Film
- 5 Methods
- 6 Results
- 6.1 Experiment
- 6.2 Interviews and Observations
- 6.3 Assessment of the Skipping Algorithm
- 7 Discussion
- 8 Conclusion
- References
- A Quantified Analysis of Bad News for Story Sifting Interfaces
- 1 Introduction
- 2 Related Work
- 3 Quantitative Analysis of Bad News Wizard Logs
- 4 The WizActor Interface
- 5 Conclusion and Future Work
- References
- Digital Storytelling and Social Interaction in Cultural Heritage - An Approach for Sites with Reduced Connectivity
- 1 Introduction
- 2 Background and Motivation
- 3 System Overview
- 3.1 System-Driven Synchronization Requirements
- 3.2 The Story Maker Framework
- 3.3 Implementation
- 4 Evaluation
- 4.1 Results
- 5 Conclusions and Future Steps
- References
- Beats and Units Framework: A Story-Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games
- 1 Introduction
- 2 The Beats and Units Framework
- 2.1 The Conceptual Layers
- 2.2 The Design Layers
- 2.3 The Units Layer
- 2.4 The Surface Layer
- 3 Conclusions and Next Steps
- References
- Interactive Narrative Theory
- Monster Power. Rebel Heart. Gay Sword
- 1 Introduction
- 1.1 Queer TRPGs: A Troubled Legacy
- 1.2 Dragons on the Playground: Queer Cues vs. Queer Structures
- 1.3 A Brief History of the Apocalypse
- 1.4 The Table is Everywhere: The Games in Context
- 2 Finding Queer Structures
- 2.1 Overview
- 2.2 Safety Tools: Beginning with Boundaries
- 2.3 Conditions: Pain and Possibility
- 2.4 Personal Doom: Power and Ruin
- 2.5 Bonds: Featuring Relationships
- 2.6 (Re)drawing from Queer Media
- 3 Queer Narrative Possibility
- 3.1 Shared Outcomes
- 3.2 Conclusion: Beyond Cues
- References
- Emergent Gameplay, Emergent Essaying
- 1 In Motion
- 2 From Wandering to Glitching
- 3 To Try, To Play
- 4 Emergent Essaying: Time and Practice
- References
- Tale: Defamiliarizing Ludonarrative Puzzles
- 1 Introduction
- 2 Tale
- 2.1 Game Design
- 2.2 Ludonarrative Design
- References
- Emergent Narrative and Reparative Play
- 1 Introduction
- 2 Background
- 3 Reparative Play: A Sims Case Study
- 4 Conclusion
- References
- Text, Retelling, and the Digital: Reimagining the Mahabharata Through Interactive Games
- 1 Introduction
- 2 Decoding Hidimba: Marginality and Agency
- 3 Into the Digital Portrayal
- 4 Perceptions for the Virtual
- References
- A Coauthorship-Centric History of Interactive Emergent Narrative
- 1 Introduction
- 2 Pre-interactive EN
- 3 The Participatory View of IEN
- 4 The Player-Authorship View of IEN
- 5 The Expansive View of EN
- 6 Conclusion
- References
- Wrestling with Destiny: Storytelling in Perennial Games
- 1 Introduction
- 2 Definition of Perennial Experience
- 3 The Trifecta of Influence
- 3.1 The Spectrum of Perennial Experiences
- 3.2 Temporal Diegesis
- 4 Case Study: Destiny
- 4.1 The Speed of Storytelling
- 4.2 Diegesis and Myth
- 5 Conclusion
- References
- Blabbeur - An Accessible Text Generation Authoring System for Unity
- 1 Another Text Generation System?
- 2 Blabbeur
- 3 Conclusion
- References
- Enhancing Interactivity in Propp-Based Narrative Generation
- 1 Introduction
- 2 Propp's Morphology and Interactivity
- 3 Issues in Propp-Based Interactive Storytelling
- 4 An Adapted Morphology
- 4.1 Negative Reaction Functions
- 4.2 Combination of Moves
- 4.3 Flashbacks
- 5 Conclusion
- References
- The Applicability of Greimassian Semiotics to Meaningful Procedural Quest Generation
- 1 Introduction
- 2 Related Work
- 3 Greimassian Semiotics and a Sample Analysis
- 3.1 The Deep Structure
- 3.2 The Surface Structure
- 3.3 The Investment of Meaning
- 4 Proposed Application to Quest Generation
- 5 Conclusions and Future Work
- References
- Interactive Narrative Impact and Applications
- Interviews Towards Designing Support Tools for TTRPG Game Masters
- 1 Introduction
- 2 Related Work
- 3 Methods
- 4 Requirements Analysis
- 5 Conclusions and Future Work
- References
- The Ethics of Virtual Reality Interactive Digital Narratives in Cultural Heritage
- 1 Introduction
- 2 Ethics of VR IDNs in Cultural Heritage
- 2.1 Ethical Issues in Example Application
- 3 Specific Concerns of VR IDNs in Cultural Heritage
- 4 Conclusion
- References
- Exploring Multiple Perspectives in Citizenship Education with a Serious Game
- 1 Introduction
- 2 Related Work
- 2.1 Barriers to Classroom Conversation
- 2.2 Dutch Citizenship Education
- 2.3 Serious Gaming in Social and Educational Contexts
- 3 Game Design
- 3.1 Game Synopsis
- 3.2 Game Mechanics
- 3.3 Implementation Aspects
- 4 Game Evaluation
- 4.1 Method
- 4.2 Results and Discussion
- 4.3 Limitations
- 5 Conclusion
- References
- Digital Narrative and Temporality
- 1 Narrative Games for the Smartphone Built Around Notifications
- 2 Narratives Built Around Real Time Data Flows
- 3 From Storytelling to Storyshowing: The Stories on Social Networks
- 4 Further Questions
- References
- ``You Write Your Own Story'': Design Implications for an Interactive Narrative Authoring Tool to Support Reflection for Mental Health in College Students
- 1 Introduction
- 2 Background and Related Work
- 3 Methodology
- 4 Study Details
- 5 Analysis
- 6 Study Findings
- 6.1 Design Aims and Implications
- 7 Discussion
- 8 Conclusion
- References
- Applying Animated Parables to Gamification in Daily Context: An Expert Evaluation Study
- 1 Introduction
- 2 Theoretical Framework
- 2.1 Narrative Transportation and Mental Imagery
- 2.2 Computer Simulations for Interactive Narratives
- 2.3 Animated Parables for Gamification
- 2.4 Novelty and Usefulness
- 3 Expert Evaluation (Consensual Assessment)
- 3.1 Participants
- 3.2 Materials: Parables in Blending Diagrams
- 3.3 Measures
- 4 Results
- 5 Discussion
- 6 Conclusion and Future Work
- References
- Creativity and Collaboration During COVID-19: Creating an Alternate Reality Game in the Face of a Pandemic
- 1 Introduction
- 2 Design and Development
- 2.1 The Design
- 2.2 A Technical Overview
- 2.3 Gameplay
- 3 Conclusion
- References
- Interacting with Climate Change: A Survey of HCI and Design Projects and Their Use of Transmedia Storytelling
- 1 Introduction: Climate Change - A Communication Challenge
- 2 Interactive Storytelling, Transmedia and Climate Change
- 2.1 The Message: Using Interactive Storytelling
- 2.2 The Media: Using Transmedia Strategies
- 3 Survey: Interactive Media and Transmedia for Change
- 3.1 Interaction Projects on Climate Change: Analysis Criteria
- 3.2 Keyword Analysis
- 3.3 Analysis of Media Strategy
- 3.4 Analysis of Transmedia Application
- 3.5 Analysis of Suggestions for Action as Part of the Message
- 4 Discussion and Future Work
- References
- User Evaluation of a Storytelling Application Assisting Visitors in Protected Nature Areas
- 1 Introduction
- 2 Related Works
- 2.1 AR in Location-Based Experiences
- 2.2 Immersive Media Experience (IMEx)
- 3 Methods
- 3.1 Experiment Design
- 3.2 Setup
- 3.3 Materials
- 3.4 Participants and Procedure
- 4 Results
- 4.1 Game Experience Questionnaire (GEQ)
- 4.2 User Experience
- 5 Discussion
- 6 Conclusion
- References
- The Magic of the In-Between: Mental Resilience Through Interactive Narrative
- 1 Introduction
- 2 What Makes Betwixt Different
- 3 Results
- 3.1 Immersive Self-distanced Storytelling for Self-reflection
- 3.2 Collaborative Conversation
- 3.3 Healthy Long-Term Engagement
- 4 Discussion
- References
- A Transmedia Narrative Framework for Pediatric Hearing Counseling
- 1 Introduction
- 2 From Narrative and Play Therapy to Digital Tools
- 2.1 Interactive Digital Narrative in Therapy
- 3 Design
- 3.1 Design and Implementation of the Narrative System
- 3.2 Counseling Stages
- 4 Evaluation
- 4.1 Results
- 5 Conclusion
- References
- "What's Important to You, Max?": The Influence of Goals on Engagement in an Interactive Narrative for Adolescent Health Behavior Change
- 1 Introduction
- 2 Related Work
- 3 The Inspire Interactive Narrative
- 3.1 Backstory and Tutorial
- 3.2 Goal Setting and Gameplay
- 4 Pilot Study
- 4.1 Procedure
- 4.2 Data
- 5 Results
- 5.1 Clustering by Long-Term Goals
- 5.2 Clustering by Short-Term Goals
- 5.3 Engagement by Short-Term and Long-Term Clusters
- 6 Discussion
- 7 Conclusions
- References
- Transfordance: The Decentering Effect of Transformative Affordances in Virtual Reality in The Hollow Reach
- 1 The Hollow Reach
- 1.1 VR Narratives
- 1.2 Physicality of Interaction
- 2 Narrative-Based Explorations
- 2.1 Choices and Input Mechanics
- 2.2 Transfordance in the Hollow Reach
- References
- Contextualization of Design Qualities in Interactive Story-Based Visualization Applied to Engineering
- 1 Introduction
- 2 Interactive Storytelling Concepts in the Context of Visualization for Industrial Purposes
- 3 Design Qualities of Narrative Visualization in Engineering
- 3.1 Aesthetics
- 3.2 Usability
- 3.3 Novelty
- 3.4 Complexity
- 4 Discussion and Conclusion
- References
- Encouraging Self-expression and Debate in RecovR:A Research-Creation Project to Build a Ludo-Narrative Model for a Sustainable Impact on Cultural Diversity and Inclusivity
- References
- Supporting Interactive Storytelling with Block-Based Narrative Programming
- 1 Introduction
- 2 Related Work
- 3 Narrative-Centered Learning Environment
- 4 Pilot Study
- 5 Discussion
- 6 Conclusion and Future Work
- References
- Climate Influence: Implicit Game-Based Interactive Storytelling for Climate Action Purpose
- 1 Introduction
- 2 Designed Intervention
- 3 Results and Discussion
- References
- VR for Diversity: Amelia's Dream
- 1 Introduction
- 2 The Concept: Amelia's Dream
- 3 VR as a Perspective Shifter
- 4 Interaction in VR
- 5 Research Plan
- References
- Exploring Narrative Novelties in VR
- 1 Introduction
- 2 Theoretical Considerations
- 2.1 Identification
- 2.2 Parasocial Interaction
- 2.3 The Fourth Wall
- 2.4 Spatial Presence and Narrative Engagement
- 3 Case Studies
- 3.1 Down the Rabbit Hole (2020)
- 3.2 The Line (2020)
- 3.3 A Fisherman's Tale (2019)
- 3.4 Wolves in the Walls (2019)
- 4 Discussion
- 5 Conclusions
- References
- The Interactive Narrative Research Discipline and Contemporary Practice
- A Preliminary Survey on Story Interestingness: Focusing on Cognitive and Emotional Interest
- 1 Introduction
- 2 Two Factors of Story Interestingness
- 2.1 Cognitive Factors
- 2.2 Emotional Factors
- 2.3 Discussion
- 3 Conclusion
- References
- Imagining the Other for Interactive Digital Narrative Design Learning in Real Time in Sherlock
- 1 Introduction to Imaging the Other
- 1.1 Background
- 1.2 Existing Research
- 2 Extending Sherlock to Support IDN Authoring and Research
- 2.1 Sherlock
- 2.2 Twine Module for Sherlock
- 3 Integrating Social Research Methodology in the Sherlock Research Platform
- 3.1 Imagining the Other Workshop Series
- 3.2 Coding Scheme
- 3.3 Sample Analysis
- 4 Limitations and Future Work
- 4.1 Issues with Pilot Study
- 4.2 Future Work
- References
- A Proposed Curriculum for an Introductory Course on Interactive Digital Narratives in Virtual Reality
- 1 Teaching an Emerging Practice
- 2 The Course
- 2.1 The Course Structure
- 2.2 Proposed Experiences
- 2.3 Teaching Challenges
- 3 The Case Study
- 3.1 Evaluation Instruments
- 3.2 Evaluation Results
- 4 Outcomes, Insights, and Resources
- 4.1 Select Student Work
- 4.2 Successes and Failures
- 4.3 Looking Ahead
- References
- The Complexity Analysis Matrix
- 1 Introduction
- 2 Cognitive Reduction of Complexity in the Learning Sciences: The Learning Progression Framework
- 3 Narrative Userly Texts for Complexity
- 3.1 The Userly Text Model
- 3.2 Userly Performance and Complexity: Skill, Repetition, and the Hermeneutic Spiral
- 3.3 Extending Yoon et al.'s Framework to Narrative Userly Texts
- 4 Conclusion: The Complexity Analysis Matrix
- References
- Interactive Digital Narratives (IDN) as Representations of Complexity: Lineage, Opportunities and Future Work
- 1 Introduction
- 2 Lineage - Complexity in Scholarly Enquiry
- 3 Depictions of Complexity
- 3.1 Reduction as Non-fiction Approach to Complexity
- 3.2 Representing Complexity in Postmodern Societies
- 4 New Narratives for Complexity
- 4.1 Understanding IDN: The SPP Model
- 4.2 Example IDN Complexity Applications
- 5 The Problem Space of Complexity and IDN
- 6 Conclusion
- References
- Toward Narrative Instruments
- 1 Narrative Instruments
- 2 Case Studies
- 2.1 Bad News
- 2.2 Dwarf Fortress
- 2.3 Blaseball
- 2.4 Tabletop Roleplaying Groups
- 3 Discussion and Conclusion
- References
- Hypertext as a Lens into Interactive Digital Narrative
- 1 Introduction
- 2 Background
- 3 Hypertext as a Lens
- 3.1 Linking, Adaptation, and Guard Fields
- 3.2 Sculptural Hypertext and Storylets
- 3.3 Story Engines and Database Narratives
- 3.4 Parsers, Narrative Games and World Models
- 4 Discussion
- 5 Conclusion
- References
- A Pilot Study on Analyzing Critical Retellings Using Digital Humanities Tools
- 1 Introduction
- 2 Longform Video Essays
- 3 Analyzing Longform Video Essays with Voyant
- 4 Conclusion
- References
- Author Index
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