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Proposal for analyzing player emotions in an interactive narrative using story intention graphs

Published: 14 August 2017 Publication History

Abstract

Many contemporary interactive digital narratives consist of cinematic content that combines performance, sound and dialogue with conventional patterns of player interactions that dictate the story path. The non-linear nature of the content makes applying methods of annotation and analysis currently used in text and film challenging, as any particular experience may differ in significant ways and a player's response may occur at different times in the experience while still applying to a particular event. As a result, most studies approach analyzing player experience using either qualitative methods or quantitative methods alone, and often these studies focus on experimental systems. We developed a coding scheme that captures opportunities and decisions and provides hooks for annotating story content and player affective response. We plan to annotate recorded player traversals of The Wolf Among Us, a choice-based adventure game, incorporating a non-verbal report method, the Sensual Evaluation Instrument [6], guided by a text-based intermediate format that models the game logic. We use David Elson's Story Intention Graph to annotate the story content [2]. The proposed study will be evaluated by whether the responses capture salient story content between different traversals effectively. We describe a proposed baseline method of manually identifying shared story segments and tagging emotional content of scenes.

References

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Jonne Arjoranta. 2015. Real-time hermeneutics : meaning-making in ludonarrative digital games. (2015).
[2]
David K Elson. 2012. Modeling Narrative Discourse. Ph.D. Dissertation. Columbia University.
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Richard Evans and Emily Short. 2014. Versu---A Simulationist Storytelling System. IEEE Trans. Comput. Intell. AI Games 6, 2 (June 2014), 113--130.
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Clara Fernández Vara. 2009. Integrating Story Into Simulation Through Performance. Ph.D. Dissertation. Georgia Institute of Technology.
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Mark Alan Finlayson. 2013. A Survey of Corpora in Computational and Cognitive Narrative Science. Sprache und Datenverarbeitung (International Journal for Language Data Processing) 37, 1--2 (2013), 113--141.
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Katherine Isbister, Kia Höök, Michael Sharp, and Laaksoñahti Jarmo. 2006. The Sensual Evaluation Instrument: Developing an Affective Evaluation Tool. In CHI 2006 Proceedings. 1163--1172.
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Felix Arvid Ulf Kjellberg. 2013. The Wolf Among Us. https://www.youtube.com/playlist?list=PLYH8WvNV1YEmYe_pKdwLxBrdpi2M-G5ni. (2013).
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Jarmo Laaksolahti, Katherine Isbister, and Kristina Höök. 2009. Using the Sensual Evaluation Instrument. Digital Creativity 20, 3 (2009), 165--175.
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Raphael Marczak, Gareth Schott, Pierre Hanna, and Jean-Luc Rouas. 2013. Feedback-based gameplay metrics. In FDG Foundations of Digital Games. Greece, 71--78.
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M Mateas and A Stern. 2003. Integrating plot, character and natural language processing in the interactive drama Façade. In Proceedings of the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE-03).
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Jeff Orkin, Tynan Smith, Hilke Reckman, and Deb Roy. 2010. Semi-automatic task recognition for interactive narratives with EAT & RUN. ACM, Monterey, California, 1--8.
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Joseph C Osborn, Ben Samuel, Michael Mateas, and Noah Wardrip-Fruin. 2015. Playspecs: Regular Expressions for Game Play Traces.
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Vladímir Propp. 1928. Morphology of the Folk Tale. Folklore (1928).
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Aaron Reed, Noah Wardrip-Fruin, and Michael Mateas. 2014. The Eurekon Design Pattern in Expressive Storygames. In Intelligent Narrative Technologies 7. 52--55.
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Magy Seif El-Nasr, David Milam, and Tony Maygoli. 2013. Experiencing interactive narrative: A qualitative analysis of Facade. Entertain. Comput. 4, 1 (2013), 39--52.
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Matthew Sturges and Dave Justus. 2014. The Wolf Among Us. (2014).
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Nicolas Szilas and Ioanna Ilea. 2014. Objective Metrics for Interactive Narrative. The Seventh International Conference on Interactive Digital Storytelling (ICIDS 2014) (2014), 91--102.
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Joshua Tanenbaum. 2011. Being in the Story: Readerly Pleasure, Acting Theory, and Performing a Role. In Interactive Storytelling. Springer, Berlin, Heidelberg, 55--66.
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Telltale Games. 2013. The Wolf Among Us. (2013).
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Noah Wardrip-fruin. 2006. Expressive Processing: On Process-Intensive Literature and Digital Media. May (2006).
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Cited By

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  • (2022)Intersubjective Pivots in Interactive Digital Narrative Design LearningInteractive Storytelling10.1007/978-3-031-22298-6_22(366-382)Online publication date: 2-Dec-2022
  • (2021)Imagining the Other for Interactive Digital Narrative Design Learning in Real Time in SherlockInteractive Storytelling10.1007/978-3-030-92300-6_46(454-461)Online publication date: 4-Dec-2021

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  1. Proposal for analyzing player emotions in an interactive narrative using story intention graphs

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    cover image ACM Other conferences
    FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital Games
    August 2017
    545 pages
    ISBN:9781450353199
    DOI:10.1145/3102071
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    • Massive Entertainment: Massive Entertainment

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 14 August 2017

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    Author Tags

    1. computational narratology
    2. interactive digital narratives
    3. story intention graph

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    • Massive Entertainment

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    FDG '17 Paper Acceptance Rate 36 of 89 submissions, 40%;
    Overall Acceptance Rate 152 of 415 submissions, 37%

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    View all
    • (2022)Intersubjective Pivots in Interactive Digital Narrative Design LearningInteractive Storytelling10.1007/978-3-031-22298-6_22(366-382)Online publication date: 2-Dec-2022
    • (2021)Imagining the Other for Interactive Digital Narrative Design Learning in Real Time in SherlockInteractive Storytelling10.1007/978-3-030-92300-6_46(454-461)Online publication date: 4-Dec-2021

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