Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content

Research into Interactive Digital Narrative: A Kaleidoscopic View

  • Conference paper
  • First Online:
Interactive Storytelling (ICIDS 2018)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 11318))

Included in the following conference series:

Abstract

We are at a milestone moment in the development of the cultural form of Interactive Digital Narrative (IDN), and in the development of the study of IDN as a field of academic research and graduate education. We can date the beginning of the field to the late 1960s with the release of Joseph Weizenbaum’s Eliza in 1966, and recognize the late 1990s as another turning point when 30 years of diverse development began to coalesce into a recognizable new media practice. For the past 20 years we have seen accelerated growth in theory and practice, but the discourse has been split among contributory fields. With the convening of IDN as the focus of study in its own right, we can address key questions, such as its distinct history, taxonomy, and aesthetics. We can also recognize more clearly our unique challenges in studying a field that is evolving rapidly, and from multiple intersecting genetic strains. We can also articulate and investigate the potential of IDN as an expressive framework for engaging with the most pressing themes of human culture of the 21st century, and as a cognitive scaffold for increasing our individual and collective understanding of complex systems.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    The ICIDS Steering Committee: Luis Emilio Bruni, Gabriele Ferri, Andrew Gordon, Hartmut Koenitz, Alex Mitchell, Frank Nack, Valentina Nisi, Rebecca Rouse, David Thue.

References

  1. Weizenbaum, J.: Eliza — a computer program for the study of natural language communication between man and machine. Commun. ACM 9, 36–45 (1966)

    Article  Google Scholar 

  2. Murray, J.H.: Hamlet on the Holodeck: the Future of Narrative in Cyberspace. Free Press, New York (1997)

    Google Scholar 

  3. Murray, J.H.: Hamlet on the Holodeck. The Free Press, New York (2016)

    Google Scholar 

  4. Weizenbaum, J.: Computer Power and Human Reason. W. H. Freeman & Co., Oxford, England (1976)

    Google Scholar 

  5. Crowther, W.: Adventure [Video Game], (1976)

    Google Scholar 

  6. Lebling: Zork [Video Game] (1980)

    Google Scholar 

  7. Blank, M.: Planetfall [Video Game] (1983)

    Google Scholar 

  8. Blank, M.: Deadline (1982)

    Google Scholar 

  9. Wreden, D.: The Stanley Parable [Video Game] (2013)

    Google Scholar 

  10. Joyce, M.: Afternoon, A Story. Eastgate (1987)

    Google Scholar 

  11. Sierra Entertainment: Mystery House (1980)

    Google Scholar 

  12. Sierra Entertainment: Wizard and the Princess (1980)

    Google Scholar 

  13. Nooney, L.: Let’s begin again: sierra on-line and the origins of the graphical adventure game. Am. J. Play. 10, 71–91 (2017)

    Google Scholar 

  14. Fernández-Vara, C.: Shaping player experience in adventure games. In: Extending Experiences. Lapland University Press (2008)

    Google Scholar 

  15. Landow, G.P.: Hyper/Text/Theory. Johns Hopkins University Press, Baltimore (1994)

    Google Scholar 

  16. Schank, R.C., Abelson, R.P.: Scripts, Plans, Goals, and Understanding: An Inquiry into Human Knowledge Structures. L. Erlbaum Associates, Hillsdale (1977)

    MATH  Google Scholar 

  17. Nelson, T.H.: Computer Lib/Dream Machines. Tempus Books of Microsoft Press, Redmond (1987)

    Google Scholar 

  18. Bush, V.: As we may think. Atl. Mon. 176, 101–108 (1945)

    Google Scholar 

  19. Laurel, B.: Computers As Theatre. Addison-Wesley, Boston (1991)

    Google Scholar 

  20. Furstenberg, G., Farman-Farmaian, A.: A la rencontre de Philippe (1993)

    Google Scholar 

  21. Furstenberg, G., Murray, J.: Dans un quartier de Paris (1999)

    Google Scholar 

  22. Cyan: Myst (1993)

    Google Scholar 

  23. Aarseth, E.J.: Cybertext. JHU Press, Baltimore (1997)

    Google Scholar 

  24. Montfort, N.: Twisty Little Passages. MIT Press, Cambridge (2005)

    Google Scholar 

  25. Wright, W.: The Sims [video game] (2000)

    Google Scholar 

  26. Molleindustria: Every Day the Same Dream. http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html

  27. 2K Games: BioShock (2007)

    Google Scholar 

  28. DMA Design: Grand Theft Auto 3: Liberty City (2001)

    Google Scholar 

  29. Rockstar: Red Dead Redemption (2010)

    Google Scholar 

  30. Mateas, M., Stern, A.: Procedural authorship: a case-study of the interactive drama façade. Presented at the digital arts and culture 2007 (2005)

    Google Scholar 

  31. Mateas, M.: A preliminary poetics for interactive drama and games. Digit. Creat. 12, 140–152 (2001)

    Article  Google Scholar 

  32. Short, E.: Blood and Laurels (2014)

    Google Scholar 

  33. Anthropy, A.: Dys4ia (2012)

    Google Scholar 

  34. Frasca, G.: Videogames of the Oppressed (2001). http://www.ludology.org/articles/thesis/FrascaThesisVideogames.pdf

  35. The Fullbright Company: Gone Home [Video Game] (2013)

    Google Scholar 

  36. Telltale Games: The Walking Dead [Video game] (2012)

    Google Scholar 

  37. Murray, J.H.: Inventing the Medium: Principles of Interaction Design as a Cultural Practice. MIT Press, Cambridge (2011)

    Google Scholar 

  38. Telltale Games: Game of Thrones (2014)

    Google Scholar 

  39. Mountains: Florence (2018)

    Google Scholar 

  40. Jayanth, M.: Practice 2015. NYU Game Center, New York City (2015)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Janet H. Murray .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Murray, J.H. (2018). Research into Interactive Digital Narrative: A Kaleidoscopic View. In: Rouse, R., Koenitz, H., Haahr, M. (eds) Interactive Storytelling. ICIDS 2018. Lecture Notes in Computer Science(), vol 11318. Springer, Cham. https://doi.org/10.1007/978-3-030-04028-4_1

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-04028-4_1

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-04027-7

  • Online ISBN: 978-3-030-04028-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics