Abstract
This article reports a study with the purpose of analyzing the Interactive Narrative Experience under different levels of interactivity: a “classic” Interactive Narrative constructed with a branching story structure, and a “generative” Interactive Narrative built on a narrative engine that integrates techniques of Artificial Intelligence. Three elements of the user experience, namely control, curiosity, and frustration were compared and examined based on the experiment with 30 participants who played one of two versions of the narrative.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
References
Murray, J.H.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace. The Free Press, New York (1997)
Laurel, B.: Toward the design of a computer-based interactive fantasy system. The Ohio State University (1986)
Szilas, N.: Apprendre par le récit fortement interactif: potentialités et premiers constats. In: Narrative Matters 2014: Narrative Knowing/Récit et Savoir (2014)
Riedl, M.O., Young, R.M.: From linear story generation to branching story graphs. IEEE Comput. Graph. Appl. 26, 23–31 (2006)
Gordon, A., van Lent, M., Van Velsen, M., Carpenter, P., Jhala, A.: Branching storylines in virtual reality environments for leadership development. In: Proceedings of the National Conference on Artificial Intelligence, pp. 844–851. AAAI Press, MIT Press, Menlo Park, Cambridge, London (2004, 1999)
Knickmeyer, R.L., Mateas, M.: Preliminary evaluation of the interactive drama facade. In: CHI 2005 Extended Abstracts on Human Factors in Computing Systems, pp. 1549–1552. ACM (2005)
Mateas, M., Stern, A.: Procedural authorship: a case-study of the interactive drama Façade. Digital Arts Cult. (DAC) 27, 1–8 (2005)
Linssen, J.: A discussion of interactive storytelling techniques for use in a serious game. CTIT Technical Report Series (2012)
Mott, B.W., Lester, J.C.: U-director: a decision-theoretic narrative planning architecture for storytelling environments. In: Proceedings of the Fifth International Joint Conference on Autonomous Agents and Multiagent Systems, pp. 977–984. ACM (2006)
Szilas, N., Dumas, J., Richle, U., Habonneau, N.: Apports d’une simulation narrative pour l’acquisition de compétences sociales. Sticef 24, 123–151 (2017)
Szilas, N.: IDtension: a narrative engine for interactive drama. In: Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment (TIDSE) Conference, pp. 1–11 (2003)
Szilas, N., Ilea, I.: Objective metrics for interactive narrative. In: Mitchell, A., Fernández-Vara, C., Thue, D. (eds.) ICIDS 2014. LNCS, vol. 8832, pp. 91–102. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-12337-0_9
Roth, C., Klimmt, C., Vermeulen, I.E., Vorderer, P.: The Experience of interactive storytelling: comparing “Fahrenheit” with “Façade”. In: Anacleto, J.C., Fels, S., Graham, N., Kapralos, B., Saif El-Nasr, M., Stanley, K. (eds.) ICEC 2011. LNCS, vol. 6972, pp. 13–21. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-24500-8_2
Lombard, M., Ditton, T.: At the heart of it all: the concept of presence. J. Comput.-Mediat. Commun. 3, JCMC321 (1997)
Malone, T.W.: Heuristics for designing enjoyable user interfaces: lessons from computer games. In: Proceedings of the 1982 Conference on Human Factors in Computing Systems, pp. 63–68. ACM (1982)
Roth, C., Vorderer, P., Klimmt, C.: The motivational appeal of interactive storytelling: towards a dimensional model of the user experience. In: Iurgel, Ido A., Zagalo, N., Petta, P. (eds.) ICIDS 2009. LNCS, vol. 5915, pp. 38–43. Springer, Heidelberg (2009). https://doi.org/10.1007/978-3-642-10643-9_7
Bopp, J.A., Mekler, E.D., Opwis, K.: Negative emotion, positive experience?: emotionally moving moments in digital games. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 2996–3006. ACM (2016)
Nylund, A., Landfors, O.: Frustration and its effect on immersion in games: a developer viewpoint on the good and bad aspects of frustration (2015)
Allison, F., Carter, M., Gibbs, M.: Good frustrations: the paradoxical pleasure of fearing death in DayZ. In: Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, pp. 119–123. ACM (2015)
Calvillo-Gámez, E.H., Cairns, P., Cox, A.L.: Assessing the core elements of the gaming experience. In: Bernhaupt, R. (ed.) Game User Experience Evaluation. HIS, pp. 37–62. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-15985-0_3
Wouters, P., Van Oostendorp, H., Boonekamp, R., Van der Spek, E.: The role of game discourse analysis and curiosity in creating engaging and effective serious games by implementing a back story and foreshadowing. Interact. Comput. 23, 329–336 (2011)
Steinemann, S.T., Mekler, E.D., Opwis, K.: Increasing donating behavior through a game for change: the role of interactivity and appreciation. In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, pp. 319–329. ACM (2015)
Wong, W.L., et al.: Serious video game effectiveness. In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, pp. 49–55. ACM (2007)
Mawhorter, P., Mateas, M., Wardrip-Fruin, N., Jhala, A.: Towards a theory of choice poetics (2014)
Estupiñán, S., Maret, B., Andkjaer, K., Szilas, N.: A multidimensional classification of choice presentation in interactive narrative. In: Rouse, R., Koenitz, H., Haahr, M. (eds.) ICIDS 2018. LNCS, vol. 11318, pp. 149–153. Springer, Cham (2018). https://doi.org/10.1007/978-3-030-04028-4_12
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Gapiuk, L., Estupiñán, S., Szilas, N. (2019). Effects of Higher Interactivity on the Interactive Narrative Experience: An Experimental Study. In: Cardona-Rivera, R., Sullivan, A., Young, R. (eds) Interactive Storytelling. ICIDS 2019. Lecture Notes in Computer Science(), vol 11869. Springer, Cham. https://doi.org/10.1007/978-3-030-33894-7_40
Download citation
DOI: https://doi.org/10.1007/978-3-030-33894-7_40
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-33893-0
Online ISBN: 978-3-030-33894-7
eBook Packages: Computer ScienceComputer Science (R0)