The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experience

Size: px
Start display at page:

Download "The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experience"

Transcription

1 The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experience Christian Roth 1, Peter Vorderer 1, and Christoph Klimmt 2 1 Center for Advanced Media Research Amsterdam (CAMeRA), VU University Amsterdam, De Boelelaan 1105, 1081 HV Amsterdam, The Netherlands 2 Department of Communication, Johannes Gutenberg University of Mainz, Kleinmann-Weg 2, Mainz, Germany {Christian Roth, Peter Vorderer, Christoph Klimmt, pch.roth@fsw.vu.nl} Abstract. A conceptual account to the quality of the user experience that interactive storytelling intends to facilitate is introduced. Building on socialscientific research from old entertainment media, the experiential qualities of curiosity, suspense, aesthetic pleasantness, self-enhancement, and optimal task engagement ( flow ) are proposed as key elements of a theory of user experience in interactive storytelling. Perspectives for the evolution of the model, research and application are briefly discussed. Keywords: Interactive storytelling, user experience, enjoyment, entertainment Acknowledgment: This research was funded by the European Commission (Network of Excellence IRIS Integrating Research on Interactive Storytelling Project ID ). We thankfully acknowledge the Commission s support. 1 Introduction Interactive Storytelling applications strive for the intelligent synthesis of diverse computing technologies with inspiring narrative content [1]. By offering the opportunity to participate in, or even co-narrate a story, interactive storytelling applications promise radically new modes of user experiences. But how exactly does it feel to participate in an interactive story? Why should it be enjoyable? So far, only a few mostly qualitative studies have examined users experiential qualities in specific interactive storytelling settings (e.g., Façade : [2], or adventure video games: [3]). The present paper offers a theoretical contribution on the user experience at the more abstract level of social-scientific concepts. Mining existing theory in communication science, we attempt to improve the connectivity between interactive storytelling and old entertainment media. Such a theoretical analysis shall help designers to set clear

2 goals for how their application should function from a user perspective and to stay focused on specific experiential qualities in spite of possible alternatives. Moreover, explicating the dimensions of the user experience at the theoretical level is the base for evaluating prototypes and comparing different approaches to interactive storytelling in a systematic, empirical way. 2 Conceptual Building Blocks from Past Entertainment Media Research on the past generations of media entertainment such as literature, film, and video games, is useful to generate conceptual insight for interactive storytelling, because interactive storytelling combines different ingredients of conventional entertainment, such as cinematics, character development, and user agency (e.g., [1]). We briefly refer to five experiential dimensions that have been found central in research on old entertainment use, most of which have also been discussed already implicitly or explicitly with regard to interactive storytelling 2.1 Curiosity What will happen next? This question runs through the mind of users of conventional media entertainment very frequently. Reading a novel, for instance, generates knowledge on characters and situations, which allows readers to conclude about what may happen next, what should happen next, and what is likely to happen next. Good writers attract readers interest (e.g., [4]), which includes the motivation to learn about what will happen next. Being curious is thus common for users of conventional entertainment, and curiosity occurs in various modes. For instance, in video games, curiosity may refer to the progress of the story, but also to the action possibilities that players can try out ( What will happen if I do this? ). During movie consumption, curiosity may also refer to artistic or formal issues rather than the faith of the characters (e.g., How will the director visualize this? ). Because various genres of media entertainment build on curiosity so frequently, it is likely that curiosity is pleasant in itself and thus contributes to overall appreciation. Several theorists argue for a psychophysiological base of the pleasantness of curiosity [5] [6]. When curiosity occurs, users (viewers, players etc.) first perceive a state of uncertainty, which comes along with increased physiological activation. To the extent that this uncertainty is not too strong, most users seem to enjoy such (temporary) activation [5]. When uncertainty is reduced (e.g., readers turn the page and find out what actually happens next), users experience a sense of closure or completion, which renders the increased physiological activation a positive, pleasant experience. If the state of curiosity is followed by a surprise (i.e., something unexpected happens), these affective user responses often turn into exhilaration [7]. Entertainment media that generate circles of increased curiosity and resolved curiosity thus create a chain of pleasant affective dynamics. Such curiosity experiences are important for many interactive storytelling systems [8]. Users can be curious about multiple dimensions, including pre-scripted story progress ( What will happen next? ), interactive story progress ( What will happen if I decide

3 this way? ), system response ( How will this agent respond if I start cursing? ) or technological capacity of the system ( How will the system visualize my view into this tunnel? ). Because interactive storytelling systems unite elements from diverse conventional media, they may combine different mechanisms of curiosity, which should result in a high frequency and intensity of curiosity-based affective dynamics. 2.2 Suspense Will they survive? For some types of entertainment media, this question occurs in users very frequently, such as in thriller novels, action movies, and shooter games. Because users are left in a state of uncertainty, the related user experience is similar to the (rather pleasant) curiosity process. However, the experiential state typically referred to as suspense is also fueled by aversive emotional components, such as anxiety or empathic concern (e.g., a viewer fearing the defeat of a movie protagonist) [9]. Suspense thus differs from curiosity in the sense that users experiencing suspense have a strong interest in a specific outcome of a story episode, such as My character must win the fight. In contrast to curiosity, suspense is rooted in emotional involvement with characters. This emotional interest makes users long for specific outcomes and generates the concern that these specific outcomes may not occur. Therefore, suspense is a rather stressful mode of entertainment. However, if the desired outcomes occur, strong experiences of relief and satisfaction occur in most cases ( happy end ; [6]). Research in media psychology suggests that both the aversive stage of suspense and the rewarding relief contribute to user enjoyment (e.g., [9]). Suspense has been found to occur both in linear entertainment such as novels and in interactive media such as video games [10]. Therefore, interactive storytelling systems are likely to facilitate suspense as well. More precisely, interactive storytelling applications can establish emotional involvement with characters and situations [11], and they may simultaneously generate a perception of personal challenge in users. For example, an interactive crime drama may situate the user in the role of a police detective who is facing the climax confrontation with the villain. At this moment, suspense should be high for narrative reasons (as stakes are high in terms of plot development) and for interactivity reasons (as the user must make the right decisions to succeed in the confrontation). Therefore, interactive storytelling systems may also generate unique user experiences because they may facilitate high levels of cyclic suspense and relief experiences. 2.3 Aesthetic pleasantness Beautiful! is another typical user response to different content elements in conventional entertainment media. Such positive evaluations may relate to the physical appearance of characters, landscape imagery, or romantic episodes, for instance; they may also relate to attributes that constitute a media application as a piece of art. For example, movie experts may find the cinematic implementation of a special scene beautiful. In Oatley s [12] terms, aesthetic pleasantness may thus

4 occur in users entering the world of the story and in users who remain outside of the story (and rather analyze it as a piece of art). Aesthetic enjoyment has been found to depend on individual preconditions, such as expertise and absorption tendencies [13]. Given the importance of aesthetics in conventional entertainment [14], it is likely that interactive storytelling systems can have profound aesthetic impact on their users. The quality of this aesthetic experience may differ across applications: Some prototypes may facilitate affective responses through beautiful imagery (e.g., digital landscapes). Other applications may address users aesthetic perception with creative plot development, character attributes, dialogue evolution, or puzzle tasks (e.g., as in the Myst video games). Aesthetic pleasantness shares physiological roots with curiosity and suspense ([5]), yet it is shaped to a stronger degree by individual factors (biography, sense of taste, social status) and is not necessarily bound to uncertainty reduction. In many cases, aesthetic appreciation is linked to users recognizing citations (e.g., a melody from a famous old movie being cited in a contemporary movie). Consequently, there are many routes that interactive storytelling systems may take to generate aesthetic pleasantness in their users. Especially interactivity and sensory immersion may add to this capacity [1]. 2.4 Self-enhancement We are great! Entertainment media of various kinds have been shown to affect users self-perception and self-worth. Video games have been argued to increase players self-esteem by providing experiences of success [15] and reward [16]. Another mode of video games affecting player self-perception is identification [17]: Identifying with a game character allows to feel like somebody one desires to be, such as a hero, a rock musician, or a powerful decision maker. Fulfilling desires of being like one wants to be generates positive emotions, and this response of reduced selfdiscrepancy has been linked to video game enjoyment. To the extent that interactive storytelling systems facilitate identification with characters and/or provide experiences of competence and success, they are also likely to lift users self-esteem. The sense of active participation is a plausible mechanism that renders users self-enhancement an important dimension of the user experience in interactive storytelling: Because users are directly involved (or at least believe to be directly involved) in what happens in the story, they can attribute positive events to themselves (e.g., they make the hero save the world, [2]). Interactivity thus opens the pathway to users self-enhancement. If users leave an interactive story with the impression I have achieved something great!, their experience rests on competence and success. 2.5 Optimal task engagement ( Flow ) Don t disturb me! many video game players can be found strongly engaged in their activity and trying to block out any external input that could distract them. Such players are commonly described as being in the state of flow [18]. Users in the state

5 of flow find themselves resolving a sequence of tasks that is exactly as difficult as they can handle if they work with full dedication, and this experiential state (in the middle between boredom and anxiety) is found highly pleasant in many situations. Participating in an interactive story by making decisions and pushing a plot line forward can be construed as a task-type of activity, especially since most interactive storytelling applications set rules and limits to what users can decide on and do. Shaping a storyline while complying to such limitations may feel like resolving tasks just as playing adventure games requires users to solve puzzles to move the story forward. If the timing and difficulty of users participation in the development of the story is right, users may get lost in the activity of giving input, or, more generally speaking, in co-narrating the story. Flow (or similar concepts such as immersion) may thus turn out as an experiential dimension important to users of sophisticated wellstructured interactive storytelling systems that provide reasonable challenges and defined tasks to their audience [2] [3]. 3 Conclusions and research outlook The synopsis of potentially relevant theoretical accounts has revealed a broad range of experiential qualities that interactive storytelling can facilitate. Our approach that is based on entertainment theory converges nicely with the existing case studies on user responses in interactive storytelling that found qualitative evidence for diverse experiential dimensions [2] [3]. The reviewed concepts may turn out useful in further theorizing of what the envisioned synthesis of interactive user agency and (prestructured) narrative actually could mean (e.g. [1]). It seems already clear that user appreciation of interactive storytelling systems is a multi-level phenomenon: Users are likely to respond to story content (e.g., characters, events), artistic features (e.g., cinematographic aesthetics) and technological features (e.g., curiosity when trying out the interface) alike, either simultaneously or sequentially, which will result in a complex, multifactor explication of what users experience when they engage in an interactive storytelling system. Expert interviews and experiments with prototype systems for interactive storytelling are now needed to find out whether all of the reviewed five conceptual approaches are relevant and whether there are additional sources of user experience that should be elaborated on the way to a more elaborate model. This way, an advanced theoretical understanding of interactive storytelling from a user perspective will emerge that can support system designers in planning and optimizing their applications and system evaluators in comparing different systems. Standardized measures such as self-report scales should be developed (or adapted from entertainment studies) and tested in order to provide the methodological tools required for assessing the impact of (future) interactive storytelling systems on their users. For this endeavor, social-scientific research must be linked to technological work on prototypes. The present paper marks an attempt to build such disciplinary bridges and provide insight into the social science of media entertainment as a new starting point for user-centered research on interactive storytelling.

6 References 1. Cavazza, M., Lugrin, J.L., Pizzi, D., Charles, F.: Madame Bovary on the Holodeck: Immersive interactive storytelling. ACM Multimedia 2007, (2007) 2. Milam, D., Seif El-Nasr, M., Wakkary, R.: A Study of Interactive Narrative from User s perspective. In: Furht, D.B. (ed.) Handbook of Digital Media in Entertainment and Arts, Springer, (forthcoming) 3. Mallon, B., Webb, B.: Stand up and take your place: identifying narrative elements in narrative adventure and role-play games. Computers in Entertainment (CIE), 3(1), Article 6b (2005). 4. Krapp, A.: The construct of interest. Characteristics of individual interests and interestrelated actions from the perspective of a person-object theory (Studies in Educational Psychology No. 4). Munich: University of the German Armed Forces (1993) 5. Berlyne, D.E.: Conflict, arousal, and curiosity. New York: McGraw-Hill (1960) 6. Zillmann, D.: Sequential dependencies in emotional experience and behavior. In: Kavanaugh, R.D., Zimmerberg, B., Fein, S. (eds.) Emotion: Interdisciplinary perspectives, pp Mahwah, NJ: Lawrence Erlbaum Associates (1996). 7. Zillmann, D.: Humor and comedy. In: Zillmann, D., Vorderer, P. (eds.) Media entertainment: The psychology of its appeal, pp Mahwah, NJ: Lawrence Erlbaum Associates (2000). 8. Malone, T.W.: Heuristics for Designing enjoyable user interfaces: lessons from computer games. In: Thomas J.C., Schneider M.L. (eds.) Human Factors in Computer Systems, pp , Norwood, NJ: Ablex (1984) 9. Vorderer, P., Wulff, H.J., Friedrichsen, M. (eds.) Suspense: Conceptualizations, theoretical analyses, and empirical explorations. Mahwah, NJ: Lawrence Erlbaum Associates (1996) 10. Klimmt, C., Rizzo, A., Vorderer, P., Koch, J., Fischer, T.: Experimental evidence for suspense as determinant of video game enjoyment. Cyberpsychology and Behavior, 12(1), pp (2009) 11. Paiva, A., Dias, J., Sobral, D., Aylett, R., Sobreperez, P., Woods, S., Zoll, C., Hall, L.: Caring for agents and agents that care: Building empathic relations with synthetic agents. Proceedings of the Third international Joint Conference on Autonomous Agents and Multiagent Systems, vol. 1, pp (2004) 12.Oatley, K.: A taxonomy of the emotions of literary response and a theory of identification in fictional narrative. Poetics, 23, (1994) 13. Wild, T.C., Kuiken, D., Schopflocher, D.: The role of absorption in experiential involvement. Journal of Personality and Social Psychology, 69(3), pp (1995) 14. Cupchik, G.C., Kemp, S.: The aesthetics of media fare. In: Zillmann, D., Vorderer, P. (eds.) Media entertainment: The psychology of its appeal. pp , Mahwah, NJ: Lawrence Erlbaum Associates, (2000) 15. Vorderer, P., Hartmann, T., Klimmt, C.: Explaining the enjoyment of playing video games: The role of competition. In: Marinelli, D. (ed.) ICEC conference proceedings 2003: Essays on the future of interactive entertainment, pp , Pittsburgh: Carnegie Mellon University Press (2006) 16.Bateman C., Boon, R.: 21st Century Game Design. California: Charles River Media (2005) 17. Klimmt, C., Hefner, D., Vorderer, P.: The video game experience as true identification: A theory of enjoyable alterations of players' self-perception. Communication Theory (in press) 18 Csikszentmihalyi, M.: Flow: The psychology of optimal experience. New York: Harper Row (1990)

GLOSSARY for National Core Arts: Media Arts STANDARDS

GLOSSARY for National Core Arts: Media Arts STANDARDS GLOSSARY for National Core Arts: Media Arts STANDARDS Attention Principle of directing perception through sensory and conceptual impact Balance Principle of the equitable and/or dynamic distribution of

More information

Player Performance, Satisfaction, and Video Game Enjoyment *

Player Performance, Satisfaction, and Video Game Enjoyment * Player Performance, Satisfaction, and Video Game Enjoyment * Christoph Klimmt 1, Christopher Blake 2, Dorothée Hefner 2, Peter Vorderer 3, and Christian Roth 3 1 Department of Communication, Johannes Gutenberg

More information

The Challenge of Transmedia: Consistent User Experiences

The Challenge of Transmedia: Consistent User Experiences The Challenge of Transmedia: Consistent User Experiences Jonathan Barbara Saint Martin s Institute of Higher Education Schembri Street, Hamrun HMR 1541 Malta jbarbara@stmartins.edu Abstract Consistency

More information

Character Plot Subplot Setting Other

Character Plot Subplot Setting Other WORKSHEET INDEX Story Tracker... 227 Writing Time Tracker...230 Goal Tracker... 232 Book in a Month Contract... 233 Story Idea Map...234 Scene Cards...236 At-A-Glance Outline...246 Research Tracker...

More information

YEAR 7 & 8 THE ARTS. The Visual Arts

YEAR 7 & 8 THE ARTS. The Visual Arts VISUAL ARTS Year 7-10 Art VCE Art VCE Media Certificate III in Screen and Media (VET) Certificate II in Creative Industries - 3D Animation (VET)- Media VCE Studio Arts VCE Visual Communication Design YEAR

More information

THE FUTURE OF STORYTELLINGº

THE FUTURE OF STORYTELLINGº THE FUTURE OF STORYTELLINGº PHASE 2 OF 2 THE FUTURE OF STORYTELLING: PHASE 2 is one installment of Latitude 42s, an ongoing series of innovation studies which Latitude, an international research consultancy,

More information

FICTION: Understanding the Text

FICTION: Understanding the Text FICTION: Understanding the Text THE NORTON INTRODUCTION TO LITERATURE Tenth Edition Allison Booth Kelly J. Mays FICTION: Understanding the Text This section introduces you to the elements of fiction and

More information

Applying Principles from Performance Arts for an Interactive Aesthetic Experience. Magy Seif El-Nasr Penn State University

Applying Principles from Performance Arts for an Interactive Aesthetic Experience. Magy Seif El-Nasr Penn State University Applying Principles from Performance Arts for an Interactive Aesthetic Experience Magy Seif El-Nasr Penn State University magy@ist.psu.edu Abstract Heightening tension and drama in 3-D interactive environments

More information

Whether in a short story or a long novel, readers want it to do three things for them:

Whether in a short story or a long novel, readers want it to do three things for them: 1 As writers advance through short stories to novels, some important changes are required, starting with the first page. Whether in a short story or a long novel, readers want it to do three things for

More information

Gamescape Principles Basic Approaches for Studying Visual Grammar and Game Literacy Nobaew, Banphot; Ryberg, Thomas

Gamescape Principles Basic Approaches for Studying Visual Grammar and Game Literacy Nobaew, Banphot; Ryberg, Thomas Downloaded from vbn.aau.dk on: april 05, 2019 Aalborg Universitet Gamescape Principles Basic Approaches for Studying Visual Grammar and Game Literacy Nobaew, Banphot; Ryberg, Thomas Published in: Proceedings

More information

in SCREENWRITING MASTER OF FINE ARTS Two-Year Accelerated

in SCREENWRITING MASTER OF FINE ARTS Two-Year Accelerated Two-Year Accelerated MASTER OF FINE ARTS in SCREENWRITING In the MFA program, staged readings of our students scripts are performed for an audience of guests and industry professionals. 46 LOCATION LOS

More information

20 Self-discrepancy and MMORPGs

20 Self-discrepancy and MMORPGs 20 Self-discrepancy and MMORPGs Testing the Moderating Effects of Identification and Pathological Gaming in World of Warcraft Jan Van Looy, Cédric Courtois, and Melanie De Vocht Introduction In the past

More information

LITERATURE V C E STEPS TO SUCCESS SAMPLE PAGES. Anne Mitchell

LITERATURE V C E STEPS TO SUCCESS SAMPLE PAGES. Anne Mitchell V C E LITERATURE STEPS TO SUCCESS Anne Mitchell 2 FEATURES OF LITERARY TEXTS The features of various kinds of texts are described in this chapter. Before you engage in a more in-depth analysis and start

More information

Beyond Emergence: From Emergent to Guided Narrative

Beyond Emergence: From Emergent to Guided Narrative Beyond Emergence: From Emergent to Guided Narrative Rui Figueiredo(1), João Dias(1), Ana Paiva(1), Ruth Aylett(2) and Sandy Louchart(2) INESC-ID and IST(1), Rua Prof. Cavaco Silva, Porto Salvo, Portugal

More information

Chapter 4 Summary Working with Dramatic Elements

Chapter 4 Summary Working with Dramatic Elements Chapter 4 Summary Working with Dramatic Elements There are two basic elements to a successful game. These are the game formal elements (player, procedures, rules, etc) and the game dramatic elements. The

More information

Game Design 2. Table of Contents

Game Design 2. Table of Contents Course Syllabus Course Code: EDL082 Required Materials 1. Computer with: OS: Windows 7 SP1+, 8, 10; Mac OS X 10.8+. Windows XP & Vista are not supported; and server versions of Windows & OS X are not tested.

More information

SCHEME OF EXAMINATIONS. Examinations Duration MARKS Hrs. 1 Paper I - Introduction to Direction 3 100

SCHEME OF EXAMINATIONS. Examinations Duration MARKS Hrs. 1 Paper I - Introduction to Direction 3 100 Page 1 of 6 BHARATHIAR UNIVERSEITY, COIMBATORE. DIPLOMA IN SCREENPLAY WRITING (for Community College) (For the CCCC candidates admitted form the academic year 2017-18 onwards) SCHEME OF EXAMINATIONS Examinations

More information

Does the plot Memento conform to Syd Fields narrative structure?

Does the plot Memento conform to Syd Fields narrative structure? James Hazeldine 91519 HND Creative Media Production Does the plot Memento conform to Syd Fields narrative structure? 1 Contents Pg 3. Abstract Pg 4. Introduction Pg 5. Literature Review Pg 6-8. Research

More information

Lecture 3: Narrative Form. Professor Michael Green

Lecture 3: Narrative Form. Professor Michael Green Lecture 3: Narrative Form Professor Michael Green 1 What is Narrative Form? Narrative refers to HOW movies tell stories. Story (fabula) is the linear order of all events and may include events that occur

More information

Signpost Story. 75 points. 6 Signposts! Resolution. Your mission as an author

Signpost Story. 75 points. 6 Signposts! Resolution. Your mission as an author Signpost Story Your mission as an author Wanted: YOUR stories! Eighth grade writers needed for publication on Signpost Stories, the online webpage for story-sharing between classes and schools! Write a

More information

CISC 1600 Introduction to Multi-media Computing

CISC 1600 Introduction to Multi-media Computing CISC 1600 Introduction to Multi-media Computing Summer Session II 2012 Instructor : J. Raphael Email Address: Course Page: Class Hours: raphael@sci.brooklyn.cuny.edu http://www.sci.brooklyn.cuny.edu/~raphael/cisc1600.html

More information

Extended Abstract: Impacts of Narrative, Nurturing, and Game-Play on Health-Related. Outcomes in an Action-Adventure Health Game. Debra A.

Extended Abstract: Impacts of Narrative, Nurturing, and Game-Play on Health-Related. Outcomes in an Action-Adventure Health Game. Debra A. Extended Abstract: Impacts of Narrative, Nurturing, and Game-Play on Health-Related Outcomes in an Action-Adventure Health Game Debra A. Lieberman UC Santa Barbara Action-adventure video games often provide

More information

Individual Test Item Specifications

Individual Test Item Specifications Individual Test Item Specifications 8208110 Game and Simulation Foundations 2015 The contents of this document were developed under a grant from the United States Department of Education. However, the

More information

Final Story and complete packet DUE:

Final Story and complete packet DUE: Checklist: Short Story Project Description Character Sketch 20 points Plot Structure/Story Line 30 points o Must be detailed and accurately depict your storymust be detailed and accurately depict your

More information

Screenwriting The Thirty Minute Script

Screenwriting The Thirty Minute Script Department of Media and Cultural Studies Module Outline Academic Year 2011/12 Birkbeck, University of London Screenwriting The Thirty Minute Script MODULE CODE: FFME026S5BCB CREDITS/LEVEL: 30 CATS/Level

More information

CHAPTER I INTRODUCTION. Literature is identical with the words: the expression of human feeling,

CHAPTER I INTRODUCTION. Literature is identical with the words: the expression of human feeling, CHAPTER I INTRODUCTION 1.1 Background of the Study Literature is identical with the words: the expression of human feeling, imaginative process and creativity (Wellek, 1972:2). Literature is a written

More information

Short Story Elements

Short Story Elements Short Story Elements What is a short story? A brief, imaginative narrative containing few characters, simple plot, conflict, and suspense which leads to a climax and a swift conclusion. THE 4 ELEMENTS

More information

2015 Arizona Arts Standards. Media Arts Standards K - High School

2015 Arizona Arts Standards. Media Arts Standards K - High School 2015 Arizona Arts Standards Media Arts Standards K - High School These Arizona media arts standards serve as a framework to guide the development of a well-rounded media arts curriculum that is tailored

More information

2. GENERAL CLARIFICATION OF INTRINSIC ELEMENTS IN LITERATURE. In this chapter, the writer will apply the definition and explanation about

2. GENERAL CLARIFICATION OF INTRINSIC ELEMENTS IN LITERATURE. In this chapter, the writer will apply the definition and explanation about 2. GENERAL CLARIFICATION OF INTRINSIC ELEMENTS IN LITERATURE In this chapter, the writer will apply the definition and explanation about intrinsic elements of a novel theoretically because they are integrated

More information

CHAPTER I INTRODUCTION. research methodology, clarification of terms, and organization of the paper.

CHAPTER I INTRODUCTION. research methodology, clarification of terms, and organization of the paper. 1 CHAPTER I INTRODUCTION This chapter contains a brief explanation about background of the study, research questions, aim of the study, scope of the study, significance of the study, research methodology,

More information

This was the required textbook in DM10 for about 5 years. A very good book and needed an updated edition, the reason we no longer require it.

This was the required textbook in DM10 for about 5 years. A very good book and needed an updated edition, the reason we no longer require it. This was the required textbook in DM10 for about 5 years. A very good book and needed an updated edition, the reason we no longer require it. Certain materials are included under the fair use exemption

More information

NARRATIVE SPACE ARCHITECTURE AND DIGITAL MEDIA

NARRATIVE SPACE ARCHITECTURE AND DIGITAL MEDIA NARRATIVE SPACE ARCHITECTURE AND DIGITAL MEDIA Duncan McCauley, Studio for Architecture and Digital Media Invalidenstr. 115, 10115, D -10115, Berlin Germany td@duncanmccauley.com http://www.duncanmccauley.com

More information

Summer reading for 7 th grade Rithmatist By Brandon Sanderson Linda Breitenkamp

Summer reading for 7 th grade Rithmatist By Brandon Sanderson Linda Breitenkamp Summer reading for 7 th grade Rithmatist By Brandon Sanderson Linda Breitenkamp I am excited to teach 7 th grade Pre-AP ELA! I can t wait to meet you next school year and look forward to getting acquainted

More information

Genres and Subgenres. Classifying literature

Genres and Subgenres. Classifying literature Genres and Subgenres Classifying literature Genres: Type Fiction: creative or imaginative writing; stories. Nonfiction: writing that is factual and uses examples. Folklore: stories once passed down orally.

More information

What is Nonlinear Narrative?

What is Nonlinear Narrative? Nonlinear Narrative in Games: Theory and Practice By Ben McIntosh, Randi Cohn and Lindsay Grace [08.17.10] When it comes to writing for video games, there are a few decisions that need to be made before

More information

10/30/2013. Game User Experience. Langxuan James Yin October 28, A History of Games. The Cathode Ray Amusement Device (1947)

10/30/2013. Game User Experience. Langxuan James Yin October 28, A History of Games. The Cathode Ray Amusement Device (1947) Game User Experience Langxuan James Yin October 28, 2013 A History of Games The Cathode Ray Amusement Device (1947) 1 A History of Games Pong (1972) and Asteroids (1979) A History of Games The Super Mario

More information

IMAGINING & COMPOSING A NARRATIVE BASED ON A WORK OF ART An Integrated Art, Writing, & History / Social Science Lesson for Grades K-5

IMAGINING & COMPOSING A NARRATIVE BASED ON A WORK OF ART An Integrated Art, Writing, & History / Social Science Lesson for Grades K-5 IMAGINING & COMPOSING A NARRATIVE BASED ON A WORK OF ART An Integrated Art, Writing, & History / Social Science Lesson for Grades K-5 Goals: Students will analyze a landscape painting and develop hypotheses

More information

PRODUCTION. in FILM & MEDIA MASTER OF ARTS. One-Year Accelerated

PRODUCTION. in FILM & MEDIA MASTER OF ARTS. One-Year Accelerated One-Year Accelerated MASTER OF ARTS in FILM & MEDIA PRODUCTION The Academy offers an accelerated one-year schedule for students interested in our Master of Arts degree program by creating an extended academic

More information

Story-Structure-Bham Friday 8 January Riverchase Galleria - Birmingham AL Douglas Robinson Meeting Notes: SILENTLY PUBLISHING

Story-Structure-Bham Friday 8 January Riverchase Galleria - Birmingham AL Douglas Robinson Meeting Notes: SILENTLY PUBLISHING Meeting Notes: 1 Page 1 of 8 2 About Us Who Are We Backstory Publisher Website Meetup https:\\silently-publishing.com Story-Structure-Bham Tagline Corporate City Narrator/ Biography Series Privately Held

More information

From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames

From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames Guylain Delmas 1, Ronan Champagnat 2, and Michel Augeraud 2 1 IUT de Montreuil Université de Paris 8, 140 rue

More information

Designing Dramatic Play: Story and Game Structure

Designing Dramatic Play: Story and Game Structure Designing Dramatic Play: Story and Game Structure Ben Rolfe Christian Martyn Jones Helen Wallace University of the Sunshine Coast, Maroochydore Queensland, Australia bhr001@student.usc.edu.au cmjones@usc.edu.au

More information

Short Scripts Simple Stories Well Told

Short Scripts Simple Stories Well Told Short Scripts Simple Stories Well Told There is always room for another good story. But beginning with a good theme, an interesting character, and a good setting is only the start. A great film is created

More information

- EXAMS WON T KNOW WHAT HIT THEM!

- EXAMS WON T KNOW WHAT HIT THEM! - EXAMS WON T KNOW WHAT HIT THEM! Paper 2 Fiction Study Guidelines The third section to appear on Paper 2 of the Higher Level exam paper is the Fiction Section. The structure of the Fiction Section may

More information

Gamification in Tourism Advertising: Game Mechanics and Practices

Gamification in Tourism Advertising: Game Mechanics and Practices Gamification in Tourism Advertising: Game Mechanics and Practices Ye (Sandy) Shen and Marion Joppe School of Hospitality, Food & Tourism Management University of Guelph, Canada yshen04@uoguelph.ca Abstract

More information

Genres and Subgenres. Classifying literature

Genres and Subgenres. Classifying literature Genres and Subgenres Classifying literature Genres and Subgenres Texts can be separated into groups called genres and subgenres. Text Genre Subgenre Banana it is a Food it is a Fruit Harry Potter Book

More information

Contact info.

Contact info. Game Design Bio Contact info www.mindbytes.co learn@mindbytes.co 856 840 9299 https://goo.gl/forms/zmnvkkqliodw4xmt1 Introduction } What is Game Design? } Rules to elaborate rules and mechanics to facilitate

More information

Intro. to Short Stories & Review of Literary Elements. Mrs. Lima English 9 Honors

Intro. to Short Stories & Review of Literary Elements. Mrs. Lima English 9 Honors Intro. to Short Stories & Review of Literary Elements Mrs. Lima English 9 Honors What is a Short Story? Long story short What does that mean? Characteristics of a Short Story A piece of prose fiction which

More information

Designing serious games

Designing serious games Designing serious games Fabiano Dalpiaz and Joske Houtkamp f.dalpiaz@uu.nl 1 Outline Lecture contents 1. Basics about game design 2. Designing serious games 3. Serious game design patterns 4. Formal elements

More information

Design Fiction as a service design approach

Design Fiction as a service design approach Design Fiction as a service design approach Gert Pasman g.j.pasman@tudelft.nl Faculty of Industrial Design engineering, Delft University of Technology, NL Abstract Many of the techniques service designers

More information

Poetry. Fiction. Plays

Poetry. Fiction. Plays MA IN CREATIVE WRITING Thesis Requirements To satisfy the Masters of Arts in Creative Writing thesis requirement: Students, graduating with a Master of Arts in Creative Writing, will produce and present

More information

Writing The Thriller Film: The Terror Within (Michael Wiese Productions) By Neill D Hicks READ ONLINE

Writing The Thriller Film: The Terror Within (Michael Wiese Productions) By Neill D Hicks READ ONLINE Writing The Thriller Film: The Terror Within (Michael Wiese Productions) By Neill D Hicks READ ONLINE Michael J. Lyle. Student Hot Fuzz is an action comedy that occasionally parodies other films, mostly

More information

Write a Short Story. Short Story Unit Overview:

Write a Short Story. Short Story Unit Overview: Write a Short Story Subject: Prep Advanced Writing Short Story Unit Overview In this unit, you will examine the craft of using language, the literary devices that authors use, and discover how these can

More information

Game Glass: future game service

Game Glass: future game service Game Glass: future game service Roger Tianyi Zhou Carnegie Mellon University 500 Forbes Ave, Pittsburgh, PA 15232, USA tianyiz@andrew.cmu.edu Abstract Today s multi-disciplinary cooperation, mass applications

More information

CRITERIA FOR AREAS OF GENERAL EDUCATION. The areas of general education for the degree Associate in Arts are:

CRITERIA FOR AREAS OF GENERAL EDUCATION. The areas of general education for the degree Associate in Arts are: CRITERIA FOR AREAS OF GENERAL EDUCATION The areas of general education for the degree Associate in Arts are: Language and Rationality English Composition Writing and Critical Thinking Communications and

More information

Automatically Adjusting Player Models for Given Stories in Role- Playing Games

Automatically Adjusting Player Models for Given Stories in Role- Playing Games Automatically Adjusting Player Models for Given Stories in Role- Playing Games Natham Thammanichanon Department of Computer Engineering Chulalongkorn University, Payathai Rd. Patumwan Bangkok, Thailand

More information

WRITING THE FIRST SCREENPLAY I SYLLABUS

WRITING THE FIRST SCREENPLAY I SYLLABUS Note to students: this public syllabus is designed to give you a glimpse into this course and instructor. If you have further questions about our courses or curriculum, please contact the Writers Program

More information

Visual Arts What Every Child Should Know

Visual Arts What Every Child Should Know 3rd Grade The arts have always served as the distinctive vehicle for discovering who we are. Providing ways of thinking as disciplined as science or math and as disparate as philosophy or literature, the

More information

Table of Contents. Introduction How to Use This Guide... 5 A Rigorous Approach Keeping Novel Logs

Table of Contents. Introduction How to Use This Guide... 5 A Rigorous Approach Keeping Novel Logs Table of Contents Introduction.... 4 How to Use This Guide.... 5 A Rigorous Approach Keeping Novel Logs I. Pre-Reading Activities.... 10 Teacher Instructions... 10 Student Activities... 11 Collaborative:

More information

Learning Target: I can analyze how an author s choices about how to structure text, order events and manipulate time create intended effects.

Learning Target: I can analyze how an author s choices about how to structure text, order events and manipulate time create intended effects. Learning Target: I can analyze how an author s choices about how to structure text, order events and manipulate time create intended effects. Essential Question: How does the way the plot is presented

More information

A Qualitative Research Proposal on Emotional. Values Regarding Mobile Usability of the New. Silver Generation

A Qualitative Research Proposal on Emotional. Values Regarding Mobile Usability of the New. Silver Generation Contemporary Engineering Sciences, Vol. 7, 2014, no. 23, 1313-1320 HIKARI Ltd, www.m-hikari.com http://dx.doi.org/10.12988/ces.2014.49162 A Qualitative Research Proposal on Emotional Values Regarding Mobile

More information

Literary Criticism Overview. revised English 1302: Composition II D. Glen Smith, instructor

Literary Criticism Overview. revised English 1302: Composition II D. Glen Smith, instructor Literary Criticism Overview Six Types of Analysis 1. Response Essay emotional reaction to work 2. Explication Essay primarily for poetry analysis; break the poem apart line by line 3. Historical/Social/Cultural

More information

APES Basic Training. Equipping YOU with the tools you need to achieve success in class, on the AP Exam, and in college.

APES Basic Training. Equipping YOU with the tools you need to achieve success in class, on the AP Exam, and in college. APES Basic Training Equipping YOU with the tools you need to achieve success in class, on the AP Exam, and in college. The Big Five Characterization Setting Plot Point of View Conflict Characterization

More information

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES INTERNATIONAL CONFERENCE ON ENGINEERING AND PRODUCT DESIGN EDUCATION 4 & 5 SEPTEMBER 2008, UNIVERSITAT POLITECNICA DE CATALUNYA, BARCELONA, SPAIN MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL

More information

Let s begin by taking a quick look at the book to get an idea of what it is all about.

Let s begin by taking a quick look at the book to get an idea of what it is all about. INTRODUCTION Dear Learner Whitney s Kiss is a story about a life-changing experience that all began with a kiss. Set in Thembalethu in the Western Cape, Whitney s story deals with concerns that affect

More information

ENGLISH and the World of Story

ENGLISH and the World of Story ENGLISH and the World of Story English 4112-2 Evaluation Situation 1 Date: Signature of the evaluator: Score: /100 IDENTIFICATION Name: Address: Email: Telephone: Sent on (date): Project Manager: Michael

More information

Narrative Writing Study and Guided Notes CONLEY, WHEELER HIGH SCHOOL, ADAPTED FROM POWERPOINT GURU ON TPT

Narrative Writing Study and Guided Notes CONLEY, WHEELER HIGH SCHOOL, ADAPTED FROM POWERPOINT GURU ON TPT Narrative Writing Study and Guided Notes CONLEY, WHEELER HIGH SCHOOL, 2017-2018 ADAPTED FROM POWERPOINT GURU ON TPT Warm Up: Creative Writing Answer the following question on your guided notes. As we move

More information

Socially-aware emergent narrative

Socially-aware emergent narrative Socially-aware emergent narrative Sergio Alvarez-Napagao, Ignasi Gómez-Sebastià, Sofia Panagiotidi, Arturo Tejeda-Gómez, Luis Oliva, and Javier Vázquez-Salceda Universitat Politècnica de Catalunya {salvarez,igomez,panagiotidi,jatejeda,loliva,jvazquez}@lsi.upc.edu

More information

Envision original ideas and innovations for media artworks using personal experiences and/or the work of others.

Envision original ideas and innovations for media artworks using personal experiences and/or the work of others. Develop Develop Conceive Conceive Media Arts Anchor Standard 1: Generate and conceptualize artistic ideas and work. Enduring Understanding: Media arts ideas, works, and processes are shaped by the imagination,

More information

Short Story Packet / Think-As-You-Read: The Most Dangerous Game

Short Story Packet / Think-As-You-Read: The Most Dangerous Game Name: Last Name: 1 Teacher Name: Class, Period: Date: Short Story Packet / Think-As-You-Read: The Most Dangerous Game A. Review conflict, setting, and suspense in your Glossary of Literary Terms. You will

More information

Major Works Data Sheet

Major Works Data Sheet Major Works Data Sheet How do I do this? It must be neatly hand-printed in dark blue or black ink! First Box MLA Book Citation Author (last name, first name). Title. City of publication of the book you

More information

Harrison Bergeron by Kurt Vonnegut Jr.

Harrison Bergeron by Kurt Vonnegut Jr. Harrison Bergeron by Kurt Vonnegut Jr. Background Utopian Society The story describes an attempt to create a Utopian, or perfect, society in the United States by abolishing all kinds of competition. For

More information

JOSEPH CONRAD AND THE SWAN SONG OF ROMANCE (Ashgate, Joseph Conrad s novel The Rescue had an unusually long gestation period.

JOSEPH CONRAD AND THE SWAN SONG OF ROMANCE (Ashgate, Joseph Conrad s novel The Rescue had an unusually long gestation period. 1 KATHERINE ISOBEL BAXTER JOSEPH CONRAD AND THE SWAN SONG OF ROMANCE (Ashgate, 2010) vii + 162 pp. Joseph Conrad s novel The Rescue had an unusually long gestation period. Begun in the 1890s, it was abandoned

More information

Essay 4: Arguing for a Superhero. on whether or not they are beneficial to society. I believe superheroes offer an abundance of

Essay 4: Arguing for a Superhero. on whether or not they are beneficial to society. I believe superheroes offer an abundance of ENGL 1301.24156 Dr. Evans 03 October 2016 Essay 4: Arguing for a Superhero Introduction Superheroes can be viewed at as a controversial subject because of the various opinions on whether or not they are

More information

Revised East Carolina University General Education Program

Revised East Carolina University General Education Program Faculty Senate Resolution #17-45 Approved by the Faculty Senate: April 18, 2017 Approved by the Chancellor: May 22, 2017 Revised East Carolina University General Education Program Replace the current policy,

More information

Fiction. The short story

Fiction. The short story Fiction The short story What is a short story? A fictional, narrative piece of prose that has many of the same characteristics of a novel Tells a story, or sometimes just part of a story Much shorter than

More information

Elements of a Narrative

Elements of a Narrative Elements of a Narrative What is a Narrative: A narrative is a story containing specific elements that work together to create interest for not only the author but also the reader. This type of writing

More information

Schemas in Directed Emergent Drama

Schemas in Directed Emergent Drama Schemas in Directed Emergent Drama Maria Arinbjarnar and Daniel Kudenko Department of Computer Science The University of York Heslington, YO10 5DD, York, UK maria@cs.york.ac.uk, kudenko@cs.york.ac.uk Abstract.

More information

Introduction to Foresight

Introduction to Foresight Introduction to Foresight Prepared for the project INNOVATIVE FORESIGHT PLANNING FOR BUSINESS DEVELOPMENT INTERREG IVb North Sea Programme By NIBR - Norwegian Institute for Urban and Regional Research

More information

A plot must make sense! The characters, time, place, and other background information that provides the context for the play.

A plot must make sense! The characters, time, place, and other background information that provides the context for the play. PLOT STRUCTURE PLOT The sequence or order of events in a story; what happens The first event causes the second; the second event causes the third; and so on. Note: a story is anything that tells a story:

More information

Future Personas Experience the Customer of the Future

Future Personas Experience the Customer of the Future Future Personas Experience the Customer of the Future By Andreas Neef and Andreas Schaich CONTENTS 1 / Introduction 03 2 / New Perspectives: Submerging Oneself in the Customer's World 03 3 / Future Personas:

More information

Genre Characteristics Writing Essentials by Regie Routman (Heinemann: Portsmouth, NH); 2005

Genre Characteristics Writing Essentials by Regie Routman (Heinemann: Portsmouth, NH); 2005 TRADITIONAL LITERATURE AND FOLKTALES The songs, stories, myths, and proverbs of a people as handed down orally before they were ever written down. Narrative story handed down within a culture. Stories

More information

Novel Study Project Ideas

Novel Study Project Ideas Personal Response 1. Which characters in your novel were close friends? Tell how these friendships were formed. If the friendship lasted, tell why. If difficulties were experienced, try to explain why.

More information

fashion creatives ashion DEEPENING SPECIALIZATION Pathway Mapping CREATIVE WRITING TREND SPOTTING & REPORTING SEM III SEM ADVERTISING & COPY SEM V

fashion creatives ashion DEEPENING SPECIALIZATION Pathway Mapping CREATIVE WRITING TREND SPOTTING & REPORTING SEM III SEM ADVERTISING & COPY SEM V ADVERTISING & COPY VI Fashion Creatives refers to the effective communication and presentation of fashion ideas using text, visual, and multimedia content. This programme will equip students with comprehensive

More information

FISM JUDGING GUIDELINES

FISM JUDGING GUIDELINES FISM JUDGING GUIDELINES Introduction One of the most important aims of FISM is to develop and elevate the Art of Magic and the World Championships are one of the ways to accomplish this. Some people will

More information

Adapting IRIS, a Non-Interactive Narrative Generation System, to an Interactive Text Adventure Game

Adapting IRIS, a Non-Interactive Narrative Generation System, to an Interactive Text Adventure Game Proceedings of the Twenty-Seventh International Florida Artificial Intelligence Research Society Conference Adapting IRIS, a Non-Interactive Narrative Generation System, to an Interactive Text Adventure

More information

Step 1: Brainstorming:

Step 1: Brainstorming: Eighth Grade Narrative Writing Prompt: Sweiss, Language Arts Write your own Survival Narrative. Step 1: Brainstorming: Survival Experiences: Quick Description I will write about Narrative Writing: (General

More information

the gamedesigninitiative at cornell university Lecture 25 Storytelling

the gamedesigninitiative at cornell university Lecture 25 Storytelling Lecture 25 Some Questions to Start With What is purpose of story in game? How do story and gameplay relate? Do all games have to have a story? Action games? Sports games? Role playing games? Puzzle games?

More information

Writing The First Screenplay II Instructor: Chris Webb

Writing The First Screenplay II Instructor: Chris Webb 1 Writing The First Screenplay II Instructor: Chris Webb heytherechris@earthlink.net This second in a 4-part sequence in writing a feature film script has you hit the ground running. You begin by pitching

More information

The IRIS Network of Excellence: Integrating Research in Interactive Storytelling

The IRIS Network of Excellence: Integrating Research in Interactive Storytelling The IRIS Network of Excellence: Integrating Research in Interactive Storytelling Marc Cavazza 1, Stéphane Donikian 2, Marc Christie 2, Ulrike Spierling 3, Nicolas Szilas 4, Peter Vorderer 5, Tilo Hartmann

More information

How to Write a One Act Play and Sample Script

How to Write a One Act Play and Sample Script How to Write a One Act Play and Sample Script Getting Started! A good one-act play focuses on one main action or problem; there s not time to get into complicated layers of plot. It s a good idea to keep

More information

Independent Novel Study

Independent Novel Study Independent Novel Study You will choose your own novel to read for the month of April. Pick a book that holds your interest, however, it must challenge you and be appropriate for school. I suggest you

More information

Name: Period: Reading 6. Grade 6 Reading: Final Exam. Study Guide

Name: Period: Reading 6. Grade 6 Reading: Final Exam. Study Guide Grade 6 Reading: Final Exam Study Guide Literary Terms: You will need to know ALL of the following Literary Terms. You should make flash cards to learn the definitions. There will be a matching section

More information

The Hong Kong Polytechnic University. Subject Description Form

The Hong Kong Polytechnic University. Subject Description Form The Hong Kong Polytechnic University Subject Description Form Please read the notes at the end of the table carefully before completing the form. Subject Code Subject Title HTM1A01 Leisure and Society

More information

Game Narratives by Sarah 13 March 2009

Game Narratives by Sarah   13 March 2009 Introduction According to Zimmerman (2009, p. 29), game design involves math and logic, aesthetics and storytelling, writing and communication, visual and audio design, human psychology and behavior, and

More information

Astronomy Project Assignment #4: Journal Entry

Astronomy Project Assignment #4: Journal Entry Assignment #4 notes Students need to imagine that they are a member of the space colony and to write a journal entry about a typical day. Once again, the main purpose of this assignment is to keep students

More information

AI S GROWING IMPACT USING ARTIFICIAL INTELLIGENCE TO ENGAGE AUDIENCES. Smart machines are giving storytellers and risk managers alike a helping hand.

AI S GROWING IMPACT USING ARTIFICIAL INTELLIGENCE TO ENGAGE AUDIENCES. Smart machines are giving storytellers and risk managers alike a helping hand. April 2018 AI S GROWING IMPACT Smart machines are giving storytellers and risk managers alike a helping hand. Burgeoning data analyzed by ever more intelligent machines are opening pathways to surprising

More information

To track responses to texts and use those responses as a point of departure for talking or writing about texts

To track responses to texts and use those responses as a point of departure for talking or writing about texts Answers Highlight Text First Teacher Copy ACTIVITY 1.1: Previewing the Unit: Understanding Challenges ACTIVITY 1.2 Understanding the Hero s Journey Archetype Learning Targets Analyze how a film uses the

More information

Analyzing Games.

Analyzing Games. Analyzing Games staffan.bjork@chalmers.se Structure of today s lecture Motives for analyzing games With a structural focus General components of games Example from course book Example from Rules of Play

More information

ENGLISH TEXT SUMMARY NOTES The Curious Incident Of The Dog In The Night-time

ENGLISH TEXT SUMMARY NOTES The Curious Incident Of The Dog In The Night-time ENGLISH TEXT SUMMARY NOTES The Curious Incident Of The Dog In The Night-time Text guide by: Hannah Young Copyright TSSM 2010 TSSM ACN 099 422 670 ABN 54 099 422 670 A: Level 14, 474 Flinders Street Melbourne

More information

Elements of a Story. What you need to know!

Elements of a Story. What you need to know! Elements of a Story What you need to know! Story Elements Setting Plot Characters Conflict Theme Setting Setting is the where and when of a story. It is the time and place during which the story takes

More information