Interactive Storytelling: Rogelio E. Cardona-Rivera Anne Sullivan R. Michael Young
Interactive Storytelling: Rogelio E. Cardona-Rivera Anne Sullivan R. Michael Young
Interactive Storytelling: Rogelio E. Cardona-Rivera Anne Sullivan R. Michael Young
Cardona-Rivera
Anne Sullivan
R. Michael Young (Eds.)
LNCS 11869
Interactive
Storytelling
12th International Conference
on Interactive Digital Storytelling, ICIDS 2019
Little Cottonwood Canyon, UT, USA, November 19–22, 2019
Proceedings
Lecture Notes in Computer Science 11869
Founding Editors
Gerhard Goos
Karlsruhe Institute of Technology, Karlsruhe, Germany
Juris Hartmanis
Cornell University, Ithaca, NY, USA
Interactive
Storytelling
12th International Conference
on Interactive Digital Storytelling, ICIDS 2019
Little Cottonwood Canyon, UT, USA, November 19–22, 2019
Proceedings
123
Editors
Rogelio E. Cardona-Rivera Anne Sullivan
University of Utah Georgia Institute of Technology
Salt Lake City, UT, USA Atlanta, GA, USA
R. Michael Young
University of Utah
Salt Lake City, UT, USA
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Preface
three days of paper presentations. The program for ICIDS 2019 also included a
peer-reviewed demonstration session and an art exhibit.
ICIDS is organized and operated by ARDIN, The Association for Research on
Interactive Digital Narrative, a scientific society that oversees the conference and
expands research activities in the area of interactive narrative. The conference grate-
fully acknowledges its very generous corporate sponsor, Springer. Their continued
engagement with the conference reflects a clear commitment to leadership in support
of the academic community working to create new knowledge around interactive
narrative.
Organization Committee
General Chair
R. Michael Young University of Utah, USA
Workshop Chair
Jichen Zhu Drexel University, USA
Communication Chair
Rushit Sanghrajka University of Utah, USA
Demonstrations Chair
Max Kreminski University of California, Santa Cruz, USA
Founding Treasurer
Frank Nack University of Amsterdam, The Netherlands
x Organization
Board Members
Luis Emilio Bruni Aalborg University, Denmark
Andrew Gordon University of Southern California, USA
Mads Haahr Trinity College Dublin, Ireland
Lissa Holloway-Attaway University of Skövde, Sweden
Alex Mitchell National University of Singapore, Singapore
Valentina Nisi University of Madeira, Portugal
David Thue Carleton University, Canada
Rebecca Rouse Rensselaer Polytechnic Institute, USA
Theoretical Foundations
John Murray University of Central Florida, USA
Technologies
Chris Martens North Carolina State University, USA
Justus Robertson North Carolina State University, USA
Human Factors
Christian Roth University of the Arts Utrecht, The Netherlands
Nicolas Szilas University of Geneva, Switzerland
Program Committee
Devi Acharya University of California, Santa Cruz, USA
Giacomo Albert Università degli Studi di Pavia, Italy
Organization xi
Additional Reviewers
Hameed, Asim
Irshad, Shafaq
Katifori, Akrivi
Contents
Theoretical Foundations
The Story We Cannot See: On How a Retelling Relates to Its Afterstory . . . . 190
Bjarke Alexander Larsen, Luis Emilio Bruni, and Henrik Schoenau-Fog
Technologies
Human Factors
When Did I Lose Them? Using Process Mining to Study User Engagement
in Interactive Digital Narratives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374
Sergio Estupiñán and Nicolas Szilas
Doctoral Consortium
Demonstrations
1 Introduction
Virtual Reality (VR) is a powerful platform for conveying narratives through games
and films. In a story based virtual environment, badly designed environment may cause
confusion and break the flow of the experience to negatively affect immersion. In a
well-designed environment, appropriate visual and audio cues may be embedded in the
game space to evoke emotional response, construct the underlying narrative, and
contribute to presence and immersion while still preserving game interactivity [4]. The
current discussions in game design posit that VR sound design should mimic real
sound environments by employing fully spatialized sound so that spatial immersion
and presence are supported by the audio components [2]. However, it is an ongoing
debate on the usefulness of spatial sound in achieving total immersion [7]. Further-
more, although the idea of using visuals and audio as a storytelling tool in a game
environment has been suggested, little has been discussed about spatial sound as an
influence in conveying narrative [3]. This is a preliminary study that contributes to the
field of spatial storytelling by studying the influence of audio cues on player experi-
ence. The goals of this study are to (1) Evaluate the impact of spatial sound on a user in
a virtual environment and its contribution to immersion; and (2) Analyze the signifi-
cance of spatial sound as a storytelling tool in a virtual game environment.
The guidelines for interactivity and narrative in a virtual game environment are often
conflicting [6]. Jenkins established a relationship between games and stories by
introducing a spatial aspect to merge narrative and interactivity into game design.
Besides visual cues [3], spatial sound cues embedded in the space can also evoke an
emotional response and construct the narrative. The influence of spatial audio on
immersion has been implied in a general context but the parameters of incorporating
spatial audio in a virtual environment remain unclear. On the face of it, employing
spatial audio, with its higher fidelity to the natural world, seems an obvious choice.
However, spatial audio is vulnerable to creating the “Uncanny Aural Valley” in VR, an
audio equivalent of “Uncanny Valley” [7]. Also, sound, like graphical components,
demand processing resources which can result in competition for allocation of
resources between audio and video at run-time [5]. These insights lead to questioning
the need of sonic realism for VR storytelling thereby, offering a designer an audio-
related choice for the development of immersive worlds [7].
Charlotte, is a VR door puzzle set in a haunted mansion wherein the narrative is to pass
through multiple rooms via doors that can be operated with the help of switches [1].
Each door has a spatial sound cue that indicates the opening or closing action
accordingly. Charlotte was modified to rid the game of all narrative game object
interactions and enrich the soundscape exclusively. Three sound cue categories were
introduced which were moderated as required. Door sounds are the sound cues for the
doors in the puzzle. In-place triggers activate the sound cue at the player’s location
when the player overlaps the location within the radius of the trigger. These are
intended to evoke fear in the player in form of a jump scare. Far-place Triggers
activate the sound cue at a distant location when the player overlaps the location within
the radius of the trigger. These are intended to influence the player’s direction by
capturing his attention towards the direction of the next room.
4 User Study
Three separate test cases which differ only with respect to the soundscape were
introduced. A no-sound test case was setup for one participant at the end of the study as
a control. For the Spatial Audio test case, door sounds, in-place triggers and far-place
triggers were rendered spatial. For the Ambient Audio test case, door sounds, in-place
triggers and far-place triggers were rendered ambient. For the Mixed Audio test case,
door sounds, in-place triggers and far-place triggers were moderated depending on how
each sound category would potentially impact the gameplay. The user-study was
conducted with 34 participants wherein equal number of participants were assigned a
single soundscape test case. The user-study was conducted individually, starting with a
pre-experiment questionnaire, participating in an introductory test environment,
Experimental Analysis of Spatial Sound for Storytelling in VR 5
participating in the VR puzzle and then the post-experiment questionnaire. The time to
finish the complete experiment was estimated to be around 45 min. The main measures
in this experiment is the time to solve the puzzle and the subjective experience mea-
sured by the 24 questions on engagement, engrossment, participation and immersion in
the post-experiment questionnaire.
5 Results
All the participants are equally Engaged with the environment irrespective of the sound
condition. There are slight differences between the Engrossment levels, however,
consistently, spatial and mixed case results have no significant differences. The same
applies to both the Participation and Immersion levels, where in there is a significant
difference between spatial case and ambient case, and mixed case and ambient case, but
no significant difference between the spatial and mixed tests case results. Therefore, we
conclude by saying that both spatial and mixed audio helped to achieve total
immersion and provided the best experience. The inferences from the post-experiment
questionnaire results for spatial audio test case gave us evidence that spatial audio
helped the participants to construct the narrative in the environment. The participants
agreed that the spatial sound cues helped them understand the genre of the game and
also conveyed the emotion of the environment. To conclude, since spatial audio was
successful in constructing the narrative and evoking fear, it could potentially be a
powerful storytelling tool.
6 Discussion
Finding 1: The results do not statistically prove that spatial audio helped to improve
the player performance. Ambient sound performed better than spatial and mixed audio.
In our opinion, in the ambient sound test case, the player learned the spatial map of the
environment instead of relying on sound cues. In the spatial audio test case, the player
most likely followed the direction of the sound and overlooked the spatial mapping of
the environment. However, in the mixed sound test case, it is unclear whether the
participants were following the sound or learning the spatial map, therefore, the
average time taken to solve the puzzle lay between the average time taken for ambient
audio and spatial audio. Additionally, in the no sound test case condition, the partic-
ipant solved the puzzle in the average time. This gave us evidence that, in the absence
of sound, the participant relied on the spatial map of the environment. Due to the small
area of the environment, it was easy to memorize the spatial map. This served as
evidence that learning the spatial map in the absence of persuasive sound helped the
participants to solve the puzzle faster. Alongside varying participant knowledge and
familiarity with VR games, another reason for not having significant performance time
differences between the test cases could be the genre and nature of the game itself.
Many participants mentioned that fear dominated their sense of direction while some
stated that they were too focused on the task to notice the sounds.
6 S. Bhide et al.
Finding 2: Ambient sound evoked more fear with respect to spatial sound. Ambient
sounds were more jarring to the participants thereby startling them and triggering the
“fear of unknown” phenomenon due to the absence of directional audio information.
Finding 3: Environment exploration pattern varied with test case. In the ambient
sound scenario, we assume that on the first non-directional door sound, the participants
knew that they had to rely on visuals and memory to locate the door. The sound gave
away the occurrence of the event but not the location. Therefore, the participant was
observed to explore the environment piece by piece in search of the door. Since there
were multiple sound triggers placed in different parts of the room, the ambient sound
scenario participant was successful in activating almost all the triggers in the envi-
ronment. Conversely, in the spatial audio scenario, we assume that the first door sound
hinted to the player that they had to follow the sound. Therefore, on our visual
observation, we found that their movement initially was very quick and focused
towards the sound of the door. We also observed that since the participant did not try to
explore the environment thoroughly, the triggers that were located away from the doors
were not activated.
7 Conclusion
The results indicate that spatial audio did not help to improve the performance of the
player. This could have been due to the failure of the spatial sound cues, thereby,
allowing memorization of the spatial map of environment to aid in solving the task.
Nevertheless, spatial audio did positively affect the immersion and experience of the
player. However, the mixed sound test case performed almost on par with the spatial
audio test case. The equivalent performance of both indicates that the sound in the
environment can be optimized by rendering some parts as ambient and some as spatial,
thereby making the environment relatively computationally inexpensive. Therefore,
sonic realism although desired, can be compensated by appropriately designing the
sound cues. When creating narrative rich VR environments, the results indicate that
designers should consider what is needed, story wise, from the sound. Ambient sound
was interpreted by the players, the lack of directional information did not break
immersion but rather supported the thematic aspects of the environment. Ambient
sound also did not hinder player performance, rather players employed different
strategies to progress. The strategy employed for the ambient scenario encouraged
exploration and slower pacing. On the other hand, the spatial sound scenario encour-
aged focus on task and quicker pacing.
References
1. Goins, E., et al.: Charlotte. Game, MAGIC (2016)
2. Goins, E.: Personal communication. GDC VR discussion (2018)
3. Jenkins, H.: Game design as narrative. Computer 44(53), 118–130 (2004)
4. Altman, R.: Tackling VR storytelling challenges with spatial audio. https://postperspective.
com/tackling-vr-storytelling-challenges-spatial-audio/. Accessed 16 July 2019
Experimental Analysis of Spatial Sound for Storytelling in VR 7
1 Introduction
inferences from a game to the real world [38], making the study of how story
world boundaries are established and maintained through design of significant
importance in the study of not only interactive narratives, but broadly for how
people transfer and apply knowledge between games and the real world.
For digital games, such boundaries are often blurred. Menus, interfaces, and
in-game systems, elements outside the defined frame of the story world, are often
used to facilitate narrative interaction and communication, while simultaneously
acting as a gateway between the player and the story world [18]. While interact-
ing with them, the player will try to understand and reason about which actions
will impact narrative progression [4]. For the player, differentiating between ele-
ments within and outside the frame of the story world becomes even more com-
plex when elements outside the conventional frame of the game world, such as
the file system of the computer, are used to progress the narrative. Designers
need to be able to communicate to the player where the boundaries of the story
world lie and what actions exist within it.
In non-interactive media, specifically film, such boundaries, and the naviga-
tion thereof, are discussed and defined in relation to diegesis. There are multi-
ple definitions of diegesis in different mediums. Theater, as far back as ancient
Greece, used the terms “diegetic” and “mimetic” to refer to narrated and enacted
stories, respectively [1,31,43]. By contrast, previous work in literature and film
discusses diegesis in a manner similar to theories of fabula, where there is a dis-
tinct separation of the world of the story as it exists, and the events of the story
as they are presented [3,15]. Within the medium of film, specifically, the concept
of diegesis is concerned with establishing a universe within which the events of
the story occur [15,31,42,46].
Borrowing from film, for the purpose of this paper, diegesis will be defined
as the frame and contents of the story world that is presented to a player,
confined within the software window that the interactive narrative and/or game
is presented within. A diegetic boundary, like film, denotes that there exists a
conceptual story world frame that distinguishes it from the apparatus. Diegetic
elements exist, or originate from sources, within the story world, while non-
diegetic elements come from outside of it.
While there has been much work by the community to generate a formal
understanding of how diegetic boundaries are established and interacted with
by players [6,11,18,26,40], currently, there is no fully developed, generalizable
model of diegesis in digital games. This results in situations where games that
try to blur the boundaries of the storyworld can confuse and frustrate players.
If the means they have to navigate them are not clearly communicated, players
may encounter unexpected narrative ramifications. For example, characters in
Undertale [12] will frequently inform the player that they should not perform
violent actions, such as killing the enemies they encounter. However, due to the
existing conventions of role playing games, Undertale’s genre, many players fail
to recognize these as actual instructions and do not understand that ignoring or
defying them will have plot-relevant consequences. While this confusion might be
part of authorial intent, it is important to acknowledge that this will violate the
10 E. Kleinman et al.
expectations of many players that want to play the game in a manner aligned
with their own goals. This violation of expectations may then lead to player
frustration and loss of interest. This is becoming a more pressing concern as
designers explore these diegetic boundaries more frequently, for example through
4th wall breaking and rewind mechanics [22,23]. A formal understanding of
diegesis in games can help designers conventionalize how the boundaries of a
story world can be communicated to the player. Which can, in turn, help control
for player expectations as well as minimize frustration and confusion.
Previous work in games and diegesis have shown the potential of the film
studies approach in which the focus is on the division and relationship between
the audience and the storyworld [6,24,39,40]. However, existing work has also
illustrated that the film studies approach on its own is not enough to account
for the interactive nature of games [11,19,40]. In addition, it’s important to
note that diegesis does not have an agreed upon definition in the literature for
interactive storytelling. It is not the intent of the authors that the work presented
here provide such a definitive definition of diegesis, but rather, a point of view
to consider when analyzing diegesis in any form for interactive stories. Building
on film studies, we expand the existing understanding of diegesis to account
for interactivity. Using previous work and the Interaction Model for Interactive
Narratives [4,5], we develop an initial model for analyzing diegesis in games, from
the perspective of how players perceive what their diegetic action set is and how
the narrative can be progressed. We illustrate the use of the model through four
case studies. In each case study we analyze a single game, OneShot [27], The
Stanley Parable [13], The Wolf Among Us [45], and Harry Potter: Wizards Unite
[32] in terms of its diegetic experience.
2 Related Work
2.1 Diegesis in Non-interactive Media
In ancient Greek theater, the term diegetic was conceived to refer to theatrical
narratives that were delivered through the speech of a narrator. It was used
in contrast to the term mimetic, which referred to narratives delivered through
the actions or speech of an actor, spoken as the character they are imitating
[1,31,43]. Unlike theater, literature has only text at its disposal, thus, mimesis,
in the traditional sense where it means storytelling through imitation [1], does
not exist. Instead, literature focuses on diegesis in terms of layers [1,3,29] and
as a way of identifying where the boundaries of the story world lie [3,15].
Like theater, film contains visual, enacted elements. However, as a medium,
film is more concerned with the establishment of the story space, rather than
exploring the difference between different modes of storytelling [21,34,42,46].
As a result, similar to literature, film also considers diegesis in terms of marking
the separation between the universe in which the events of the story occur, and
the universe that exists beyond that [8,15,31,42,46]. In this context, diegetic
refers to the represented world of the story that is displayed on the screen, while
anything beyond that world, such as background music, title screens, or even
A Model for Analyzing Diegesis in Digital Narrative Games 11
the audience, is non-diegetic [31]. The screen, as a window or a frame [8], acts
as a border between the worlds, granting the audience a view of the story world
on the other side. However, a film only shows parts of the world within the
screen, communicated to the audience by the filmmaker. It is the role of the film
viewer, informed by conventions of the art, to piece the fragments together into
a perception of the diegetic world within [7]. To further enhance this interpretive
process, the film maker uses various tools for communicating details regarding
the diegetic world to the viewer [8,15].
Film sound is one of the most commonly used tools for diegetic communica-
tion, to the point where it is almost ambiguous with conventional storytelling
methods in film [8,15]. Diegetic sounds, those that originate from an on-screen
source, are those that the characters within the storyworld can observe or be
affected by, while non-diegetic sounds, those with no source, exist for the sake
of the viewer [8,35]. To the audience, non-diegetic sounds, such as soundtracks
and audio effects, set the mood of a scene, foretell events to come, and con-
vey meaning that may not be explicitly shown or stated [8,15,31,35,46]. Fur-
ther, non-diegetic sounds were used often, in early film, to mask the presence
of the film projector, also referred to as “apparatus” [34,42]. Diegesis in film is
an understanding of the boundary between the world of the film’s events and
the world in which the audience resides, and the positioning of said boundary
is an established convention of the medium [7,8]. This clear boundary allows
for filmmakers to rely on conventions of their craft to leverage both diegetic
and non-diegetic elements to clearly communicate narrative information to their
audience.
3 The Model
For this initial model, we analyze diegesis in games through the lens of a user
experience (UX) feedback loop. In this context, a UX feedback loop is when the
player observes the story world, considers the information available, and builds
a plan of action. The player attempts to take action, in accordance with the
plan, and once their action has been performed, the player observes the impact
on the story world, and the loop repeats. Analyzing diegesis in this way allows
for distinguishing between what information is available to the player and what
is presented, and how that relates to what kind of diegetic impact a particular
A Model for Analyzing Diegesis in Digital Narrative Games 13
Fig. 1. An illustration of how the diegesis model (whose elements are highlighted in
blue) fits into the Interaction Model for Interactive Narratives [4, 5] (Color figure online)
and non-diegetic spaces. In other words, whether the entity is located inside or
outside the fiction of the game. The people you interact with in Papers Please
[36] are positioned strictly within the diegetic world of the story, thus they have
a diegetic location. By contrast Monika, in Doki Doki Literature Club (DDLC)
[41], and Flowey, in Undertale [12], are both able to manipulate elements of the
apparatus that support their games, such as editing files or closing windows. At
the same time, both characters exist and are able to interact within the diegetic
world of the narrative. Thus, both characters can be categorized as having a
trans-diegetic location, or a location that exists both in the diegetic and non-
diegetic. Notably, a character’s awareness does not necessarily correspond with
their location. Despite their diegetic awareness, the previously mentioned pods
from Nier [14] exist exclusively within the story world and are unable to cross
the boundary. This means that their location is strictly diegetic.
To feedback, we add distinctions between diegetic and non-diegetic feedback,
whether the feedback is triggered by diegetic or non-diegetic (apparatus) inter-
action, and whether the feedback is visible to diegetic entities. Diegetic feedback
refers to changes that occur within the diegetic space of the storyworld and is
observable by the characters within it. For example, the characters’ responses
to the player’s dialogue choices in Oxenfree [33]. Non-diegetic feedback refers
to changes that occur outside of the diegetic space, either in the non-diegetic
interface or in the apparatus itself. For example, notifications in Long Live The
Queen [16] that notify the player of failed stat checks. We differentiate between
feedback in response to actions taken within or beyond the boundaries of the sto-
ryworld. Most games feature diegetic action, such as dialogue choices in Dragon
Age: Inquisition [2], however, DDLC [41] requires non-diegetic action, such as
having the player manipulate computer files in order to progress the narrative.
Feedback visibility is the extent to which the residents of the game’s storyworld
are aware of the feedback or actions that triggered it. In DDLC [41], when the
player takes non-diegetic action, Monika is aware of, and comments on, it.
Additionally, we define the new construct “Action Set”: the set of actions
available to the player. It contains two components: presented action set, the
action set that can be inferred from the affordances of the interface and infor-
mation from the story world, and implemented action set, the “actual” set of
actions that the player has access to in relation to what can progress the narra-
tive. Both have sub-components that refer to the set of actions available to the
player within the story world, the diegetic action set, and the set available to
the player outside of the story world, the non-diegetic action set, which could
be within the apparatus or outside of it. If the mapping between the presented
and implemented action sets is sufficiently overlapping, the player is more likely
to perceive their set of actions to be the same as, or close to, the “actual” set of
available actions, which allows them to more accurately reason about the narra-
tive and their place in it. This is especially important in games that transcend the
diegetic boundaries, and allow interaction with the apparatus to influence and
progress the narrative. For example, DDLC [41] invites the player to manipulate
files in order to progress the narrative, but the game does not explicitly articu-
late the exact limitations it poses on file manipulation and how that potentially
A Model for Analyzing Diegesis in Digital Narrative Games 15
4 Case Studies
To demonstrate the model’s use, we conducted four case studies on commercial
games that showcase different approaches to the diegetic experience for inter-
active narratives. The Wolf Among Us presents an isolated diegetic world. The
Stanley Parable makes reference to the non-diegetic world, but the available
actions in this space are limited. OneShot, embraces the non-diegetic to the fur-
thest degree by both acknowledging and establishing a non-diegetic action set.
Harry Potter: Wizards Unite, an alternate reality game, overlays a diegetic world
on top of the player’s non-diegetic world, creating the illusion of a merged space.
press via a first person view. During this process, a disembodied narrator will
direct the player and comment on their ability to follow or defy his instructions.
The narrator is diegetically located, but implies a degree of non-diegetic aware-
ness. Feedback, always in the form of dialogue and environmental events, and
most interaction, primarily through navigation, are diegetic. However, the game
relies on rewind to allow the player to explore the entire story [22,23]. This is an
example of a non-diegetic interaction (restarting the game) triggering diegetic
feedback (the narrator comments on the player doing this). The implemented
diegetic action set is clearly presented both visually and through the narrator’s
spoken instructions, however the non-diegetic action set within the apparatus
(the ability to experience more by restarting the game) is only implied through
context clues and the narrator’s dialogue.
engages with the non-diegetic action set until they encounter a diegetic ele-
ment, at which point they transition from the non-diegetic space to the diegetic
space, in order to do battle, mix potions, or collect items. Because the game is
dependent on the apparatus to function, it attempts to mask it through diegetic
explanations, such as referring to it as a magical map. However, when the player
transitions from the non-diegetic interaction to the diegetic, the mask slips away
as the apparatus becomes the controller through which the player is able to see
and interact with the diegetic action set. A notable exception is the portkey
interaction, which incorporates both non-diegetic and diegetic interaction simul-
taneously. Elements of the diegetic world are framed as being embedded within
the non-diegetic world, but can only be observed and interacted with by the
player through the phone screen. Thus, the diegetic world exists in an overlay
that sits atop the non-diegetic, creating the illusion of a merged space.
5 Conclusion
the boundary and relationship that exists between a story world and its audience.
In the context of film studies, diegetic refers to what is contained within the story
as it exists and is presented to the audience with the assistance of an apparatus
(i.e. a projector). Non-diegetic, in contrast, refers to what is outside the story, but
presented to the audience in some form, such as a soundtrack that the characters
in the story world do not hear. Interactive storytelling media, such as digital
games, frequently explore these diegetic boundaries with interesting and widely
popular results. However, this traversal of diegetic boundaries can result in player
frustration and confusion, often in relation to narrative progression, when the
nature of the diegetic boundaries and the means provided to successfully traverse
them are not successfully communicated to the player.
Previous work for diegesis in games and interactive narrative has not focused
on developing models to analyze diegesis from the perspective of how it is com-
municated to and experienced by the player. This is important for identify-
ing usability and narrative understanding issues, especially for games that push
diegetic boundaries. In this paper we presented a theoretical grounding for such
a model, and demonstrated how the diegetic content and design of four different
types of interactive storytelling games could be compared and discussed using
the model. We found the model suitable for isolating the properties of each game
that defined its diegetic experience, and were able to compare these properties
across games in order to sufficiently describe the ways in which they differed.
We argue the model is beneficial in analyzing the ways in which games commu-
nicate the boundaries of the story world and the range of actions available to
the player. In addition to analysis, we argue that the proposed model can aid
in designing diegetic and non-diegetic elements that allow developers to better
predict how their players reason about narrative progression.
One example of the usefulness of this model is being able to identify and
analyze the elements that might cause player confusion and frustration. In the
Undertale [12] example discussed in the introduction, the game intentionally
subverts conventional diegetic boundaries. However, the characters’, non-diegetic
locations and awareness are established too late for many players to recognize
critical instructions that establish their diegetic and non-diegetic action sets. As
a result, many players are confused and frustrated when conventionally non-
diegetic interaction has diegetic consequences. While this was authorial intent,
in this particular case, it defies player expectations and can result in a negative
reaction that has put many players off playing the rest of the game. Using this
model during the design of interactive narrative games, especially those that
attempt to push the conventional boundaries of diegesis, can help ensure that
the players can understand the scope and impact of their actions and how it
affects their progression and experience with the story.
Going forward, we would like to further refine the model, and use it to analyze
diegetic and non-diegetic communication between characters and other elements
of the game and player in order to design such interaction more effectively.
We hope that proposing this model for the analysis of diegesis for interactive
narrative in games will help in future discussions about the various considerations
that diegesis impacts in game design and interactive storytelling.
20 E. Kleinman et al.
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An Educational Program in Interactive
Narrative Design
Abstract. In recent years, interactive narrative design has become the main
activity of a diverse group professionals working in video games, agencies,
museums, at broadcasters, and online newspapers. At the same time, there has
been no degree program in interactive narrative design, which indicates that
many narrative designers are self-trained. By starting an educational program we
aim to address this problem, using the opportunity to also include perspectives
outside of games.
1 Introduction
A key missing piece in the further development of the field of interactive narrative
studies and practice is an educational program. So far, interactive narrative designers
are mostly self-trained. Many programs in game design offer only rudimentary edu-
cation, mostly a single class. The exception are a handful of programs in game writing.
Thus, any professional interactive narrative project can create a challenge, as there
are few trained designers to hire when it comes to games and none as soon as any non-
game project is concerned. Consequently, companies needing new recruits in this
position often have no choice but to engage in in-house training.
Yet, interactive narrative design is a growing area. In recent years, a growing
number of narrative-focused games (e.g. Telltale Games’ productions like The Walking
Dead [1], Firewatch [2] and Detroit: Become Human [3]) have gained critical acclaim
and commercial success. Additional forms such as interactive documentaries [4, 5],
exhibition pieces and journalistic interactives have alerted us to the possibilities of
narrative expressions that embrace the affordances and unique possibilities of digital
interactivity. This development needs to be reflected in education. So far, however, a
full degree program is elusive. Our approach is a first step - to offer a minor within a
game design program, yet with a clear cross-cutting perspective, integrating views on
works other than games.
The minor Interactive Narrative Design has been developed because the game industry
in the Netherlands expressed the need for skilled interactive narrative designers. When
developing the narrative content for games, such as dialogues or storylines, game
studios often rely on scriptwriters. While these master the art of creating traditional,
fixed forms of storytelling, and understand the appeal of narrative experiences,
scriptwriters often cannot apply their mastery in an interactive context. In contrast,
game designers understand the art of interaction design, and see the appeal of inter-
active experiences, but often lack a deep understanding of narrative. On this profes-
sional backdrop, the minor targets game design students with an interest in designing
interactive narrative experiences.
creation is a dynamic artefact that already by itself at runtime can show intricate and
even unintended behaviors. Once interactors enter the picture, the complexity only
grows. The role of the designer is to plan for these effects and embrace a role of
“narrative architect” [10] who sets boundaries, and offers opportunities for meaningful
interaction. Third, as vision holder, it is the responsibility of the interactive narrative
designer to facilitate the vision of an interactive narrative project and communicate
about it internally with clients. This is a considerable responsibility due to the lack of
standardized procedures. Equally, interactive narrative is often little understood by
clients and the lack of an established lingo means that a considerable effort is needed to
prevent misunderstandings and ensure successful communication.
The multiple roles of the designer translate to an expanded skillset (Table 1) in
eight areas: interactive narrative design conventions, narrative sensibility, ideation and
concepting, testing, prototyping, writing (for interaction), audio-visualizing (for inter-
action), communication, and creative leadership. In each area we define three different
skill levels with expected knowledge/abilities at that level. In this way both educators
and students have a clear understanding where they stand and what they need to
accomplish to reach the next level.
3 Conclusion
In this paper, we have described the context of our educational efforts in IDN education
and outlined our approach in creating a minor in interactive narrative design. We invite
the community’s feedback and plan to report on the results after the program has first
run its course in early 2020.
References
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Challenges of IDN Research and Teaching
1 Introduction
Nearly 35 years have passed since Buckles’ 1985 PhD thesis on the Computer Sto-
rygame ‘Adventure’, and even more time since the early experiments in interac-
tive narrative systems James Ryan has documented [51]. At this point, research
in Interactive Digital Narrative (IDN) is maturing into an academic field [32,41].
This means there is an opportunity to consider achievements and ongoing chal-
lenges in order to take stock and identify areas for future research. Our paper
thus is directed at the community engaged in research and practice of IDN with
two aims: 1. to provide orientation for newcomers and 2. to offer a basis for a
discussion of future shared work.
As for achievements in the field of IDN, we are faced with a situation that mirrors
the one the field of AI (artificial intelligence) faced - an initial ‘hype’ with the
associated large claims, followed by a period of disappointment and adjustment.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 26–39, 2019.
https://doi.org/10.1007/978-3-030-33894-7_4
Challenges of IDN Research and Teaching 27
Examples are the “The end of books” article in the New York Times Literary
Review [15] in which Coover claimed that hyperfiction works in such as After-
noon, A Story [29], spelled the end of traditional books and heralded a new era
of narrative expression. Another example is Chris Crawford’s famous “Dragon
Speech” [16] with which he announced his exit from the games industry in order
to pursue the more promising area of interactive narratives. These claims cre-
ated overblown expectations which both scholars and practitioners still struggle
to fulfill, as most any actual work falls short in comparison and is no longer
seen for its own merits which becomes clear when judged within a more realistic
framework of expectations. Just as with AI, progress and successes exist, but the
pace is slower than originally anticipated and setbacks occur on the way. In the
case of AI, that field had to survive several “AI winters” (cf. [26]) - periods when
the term alone was considered detrimental to an academic career and funding
had dried up considerably. Similarly, when it comes to IDN, many setbacks and
an ‘IDN winter’ period can be identified. Indeed, even the current period might
be interpreted as an extended winter. In terms of critical success we have not
seen a work with the same level of recognition than Façade [34] since 2005 and
in terms of funded research there has not been anything the size of the EU IRIS
project [14] since 2009. These setbacks do not only exist in the academic realm,
but also on the industry side - several systems have been developed but never
‘released’ or were available only for a short time. These include Versu [22] and
StoryBricks [50]. A more recent example is that of TellTale Games, which had
started a team to work on a title applying narrative generation [25] led by Stacey
Mason, which was shut down due to economic problems. Nonetheless, these and
similar efforts have brought the field forward. The fact that progress is made that
goes unrecognized, e.g. because it is not published, is a considerable challenge
for the field, that has definitely increased negative perceptions.
The problem with perception is magnified by the visionary nature of IDN.
This vision-of a novel form of narrative and its associated expressive potential-
are not immediately accessible, even to scholars and professionals in related
fields and thus a considerable effort is needed to explain it. The relation to
the well-known category of narrative adds a further layer of complication. A
new field without such legacy connections – for instance AI – is understood as
novel automatically and thus can explain itself without regard for established
legacy frameworks. In contrast, IDN scholars and practitioners are frequently
challenged to motivate the relation to more established practices of narrative
and storytelling.
Janet Murray’s published books can be seen as a tacit recognition of this
struggle. Her initial groundbreaking volume Hamlet on the Holodeck [39], a work
specifically on interactive narrative was followed up by Inventing the Medium
[40], a more fundamental and general discussion of design in the digital medium
in which Murray explicitly motivates the novelty of the digital medium: “The
digital designer is more often inventing something for which there is no standard
model, like word processing in the age of the typewriter, or video games in the
age of pinball” [40].
28 H. Koenitz and M. P. Eladhari
However, even if we accept the metaphor of an IDN winter, its actual temper-
ature and severity can be debated and might change in the eye of the respective
beholder. The Wikipedia entry (see Fig. 1) on Interactive Storytelling paints a
rather dark and cold picture in 2016 (23rd of May 2016), stating “Like many
closely related AI research areas, interactive storytelling has largely failed to
deliver on its promises over its forty year history. By the early 2010s, most
research efforts in this area had failed, stalled, or been abandoned, including
Chris Crawford’s own Storytron project.” Yet, the Wikipedia entry on Inter-
active Storytelling as accessed on July 13 2019 instead paints a more positive
picture and presents a table of sophisticated IDN systems, not mentioning the
perceived failure of the research field anymore [4].
Fig. 1. Screenshot of the Wikipedia entry “Interactive storytelling” from the 23rd of
May 2016
[35], that utilizes the Comme Il Faut [36] system that helps simulating “social
physics”. In the area of video games, a range of commercial and critical successes
have shown the aesthetic potential and mass-market appeal of narrative-focused
works. Examples are Dear Esther [59], Gone Home [60], Firewatch [13], 80 Days
[28], Night in the Woods [27], Papers, Please[45], Oxenfree [43], The Return of
the Obra Dinn [46], several of the TellTale games (The Walking Dead [57], The
Wolf Among Us [58]), and the productions by Quantic Dream (Heavy Rain [47],
Detroit Become Human [48]). In the field of interactive documentaries, works
such as The Last Hijack Interactive (an interactive documentary about piracy
at the Horn of Africa) [19], Fort McMoney (on a environmental issues and urban
planning challenges of a small town overtaken by the oil industry) [17] and The
Industry (about the illegal drug industry in the Netherlands) [18] have won crit-
ical acclaim and a considerable audience. Outside these more established forms,
experimental works exist such as IceBound [23], a combination visual novel and
puzzle game or Karen [11], a virtual life coach who brings her own problems to
the sessions. All the works mentioned in this section have won critical acclaim
in one form or other, reaching from “best in narrative design” and “game of the
year” awards to an International Emmy and a Peabody award. Thus, there is a
considerable (and growing) list of IDN achievements.
If the issue is not actually with the lack of achievements, but rather with
perception and the lack of recognition, there might be an additional factor at
play - that these works are simply not understood as various representations
of the same underlying category of interactive digital narratives. Instead they
often appear as marginal cases in their respective field - the interactive variant
of documentaries, the subfield of AI and interactive computing concerned with
narrative, the a small group of games that focus on narrative instead of action
(as exemplified by the derogatory term ‘walking simulator’). Consequently, many
IDN works essentially drown in the noise of their existing disciplinary context.
This is another important aspect of the lack of a disciplinary context and con-
sequently another reason why the move towards a discipline is beneficial and
overdue.
3 Ongoing Challenges
Practice of and research in Interactive Digital Narrative does not have a ‘foun-
dational moment’ which can be clearly identified. Instead, it has grown out of
earlier academic and professional practices and thus has inherited vocabulary
and methods from these earlier practices and research. The coming of age of
IDN as a field thus is also a moment of divorce and distinction, in which the
dependency on legacy frameworks needs to be considered carefully. We need
to ask what price we pay if we continue to use terminology created to describe
print literature and to analyze artifacts that differ from books in important ways.
Espen Aarseht’s warning about the dangers of inherited terminology is still as
30 H. Koenitz and M. P. Eladhari
valid as it was in 2012: “Do theoretical concepts such as “story”, “fiction”, “char-
acter”, “narration” or “rhetoric” remain meaningful when transposed to a new
field, or do they turn into empty, misleading catchphrases, blinding us to the
empirical differences and effectively puncturing our chances of producing theo-
retical innovation?” [6]. Additionally, we need to be aware that the instrument
of measurement influences and even determines the results, as we can learn for
example from the wave-particle dualism in quantum physics: depending on the
experimental setup, light will appear as either particles or waves. The danger
here is to forget that any instrument - analytical methods are instruments, too
- can only show us what they are intended to detect. As long as we are not
prepared to consider changing the instrument, we might be in a Ground Hog
day cycle, destined to forever repeat a discussion that is not aware of the limita-
tions on insights imposed by the shortcomings of analytical tools inherited from
earlier mediated forms of narrative.
At the very least, if we want to continue to use analytic units like ‘text’ in
the sense used by narratology, we need to have a proper discussion of the pros
and cons of doing so. For example, does the term ‘text’ in the sense of literary
studies and the associated method of textual analysis (as for example used by
Clara Fernandez-Vara [24]) need to be used differently, adjusted and modified,
or is it useful at all when software code is considered? Does its use effectively
prevent us from recognizing what is specific about IDN as for example Koenitz
[31] suggests or is it still useful when applied, for example, to the code layer as
for example in Eladhari’s model [20].
Arguments for both of these positions can be found. Koenitz for instance
focuses on the systemic nature of IDN works and reiterates argument originating
in the discourse around cybernetic art [7] that foreground the need for novel
models to understand novel phenomena - a position that Koenitz also relates
to film studies [12]. Eladhari, on the other hand, considers the term as useful
for decreasing misunderstanding in the context of IDN development, describing
in her model the code as a specific text-layer, which proceeds the artifact an
interactor encounters. In the area of software studies it is indeed the code which
is the analytical object, such as in the anthology 10 PRINT [37] where a small
number of code lines are studied from multiple perspective, each chapter focusing
on the different effects the code has.
As the examples above show, there are ways to break the Groundhog Day
cycle and gain fresh viewpoints outside of long established analytical frameworks.
At the beginning of an emerging discipline we should seize the opportunity to
not only change the object of inquiry, but also our instruments to measure them
in order to understand specific characteristics and enable novel insights.
workshop members1 agreed that, despite many efforts, a shared language for
describing narrative systems is not in place. The consequences of this are dire;
it is common to have misunderstandings in the development process, and it is
unfeasible to conduct comparisons between systems, since there is no common
understanding of what type of metrics would be useful in order to compare and
evaluate IN systems. The reasons for this state of affairs is multifaceted, a major
one being that researchers and practitioners have their academic “homes” in
very different fields – fields that may not share foundational norms about what
are worthy avenues of questions, nor success criteria for conducted work. Indeed,
such analysis of the problem are not new, when we look for example at a descrip-
tion from a workshop at ICIDS 2010 entitled “Towards a Shared Vocabulary for
Interactive Digital Storytelling” which states [33]:
1
List of participants in Benchmarking Interactive Narrative Systems (BEINS) - 13
June 2019: Ruth Aylett, Rogelio E. Cardona-Rivera, Mirjam P. Eladhari, Hartmut
Koenitz, Vincenzo Lombardo, Sandy Louchart, Michael Mateas, Josh McCoy, Henrik
Schoenau-Fog, Nicolas Szilas, Mariët Theune, David Thue, Sergio Estupinan Vesga,
Stephen G. Ware, and Michael Young.
32 H. Koenitz and M. P. Eladhari
So far, there is no established canon of literature and works for the study of
interactive digital narratives. Curricula vary widely and are often made from
scratch, which points to the constant danger of memory loss, of forgetting what
has already been addressed. This also means there is always a looming danger
of a wasteful cycle of “re-inventing the wheel”. More than twenty years after
Janet Murray’s paper on teaching IDN, “The pedagogy of cyberfiction: teaching
a course on reading and writing interactive narrative” [38], this should no longer
be the case. It is high time to address this issue and work on the creation of a
shared canon of essential scholarly and artistic works. The question is less where
to start, and more how to organize a consensus in the community. In Fig. 2 we
make a start by proposing an initial list. For the sake of keeping within the
limits of the allowable paper length, we present here only an abridged version,
selecting harbingers to IDNs, early scholarly work on the topic, and early liminal
IDNs. Even in this abridged state, it will be tentative and most likely missing
important entries and even categories. Yet, this is exactly our intent - to provide
a foundation in order to start a discussion.
And What About Tools? A foundational canon for IDN without authoring
tools would be incomplete. Yet to define such a list of IDN authoring systems for
educational purposes is yet another daunting challenge. On the one hand, few
courses would have the space to allow an in-depth exploration of systems such as
TADS [49] or Inform 7 [42], on the other hand, using more limited systems such
as Twine [30] or HyperCard [8] might not be representative of the possibility
space. When it comes to narratives for games, there is a rich field to draw upon,
however, most of associated systems (e.g. level editors) lock designers into very
specific narrative structures and interaction modes. For instance, when using
the Aurora Engine [9] each resulting work would follow the same formulae as
other narratives in Neverwinter Nights [10]. Another important question is that
of scope - how broadly to cover authoring systems. Currently each educator
needs to decide whether to include systems for the generation of narrative, and
whether to include systems enabling the creation of conversational agents in the
tradition of ELIZA [64], using for example ALICE [62], a tool to create chatbots.
Likewise, it is up to each educator whether to cover analog systems that have
been and can be used as inspiration for digital authoring tools, such as table top
story making games, ideation tools framed as card games, live action role play,
commedia dell’arte, or tarot card reading practices.
A Critical History of the IDN Field. Syllabi are only the beginning in an
effort to combat the amnesia of the field. An important task for the coming years
is to write a critical history of the field, to pool the knowledge of the building of
our field, to bring it forth from the anecdotal crannies and into a well-preserved
Challenges of IDN Research and Teaching 33
and accessible archive. Out of necessity, this should mean an effort into digital
preservation in addition to scholarly publications, of which [51] and [63] are first
examples.
34 H. Koenitz and M. P. Eladhari
intended audience of a work and the affordances that come with it are important
factors in evaluating a work.
Towards Critical Tool Studies. So far, very little effort has been spent on
developing critical perspectives for authoring tools. One might say that scholars
and practitioners have developed tools, used them and described them, but so far
hardly ever studied them. Shibolet et al.’s paper, proposing a methodology for
categorizing IDN tools, is a case in point as it can claim a number of firsts in 2018,
including a first effort at a critical vocabulary. The lack of critical perspectives
is even more problematic when we consider how tools organize and influence the
creative process. Indeed, Simon Penny in 1997 describes the relationship between
digital tools and artists as “implicit and rarely discussed” [44]. For example, the
Twine [30] authoring tool has become very popular in recent years, for both
stand-alone works and for prototyping. Yet, the way Twine influences creators
through its foundational concepts, UI and technical affordances has hardly been
discussed so far. In the strictest sense, our use of Twine thus qualifies as naive,
since we are unable to assess whether it is the right tool for a given project. Easy
accessibility and popularity thus are most likely the main reasons to use that
tool rather than a critical assessment.
Studying, categorising and critiquing IDN tools is an essential aspect of a field
that wants to understand the process of creating interactive narrative works. It is
surprising how little effort has been made to improve this important aspect. The
development of tools studies - of which tools criticism would be an important
subcategory - is therefore a challenge that the community needs to address.
4 Conclusion
In this paper, we have considered the state of the field of IDN research, its
achievements and ongoing challenges. More concretely, we have identified an
issue with perception that obscures progress in research and milestones of artistic
achievements.
We have identified five major challenges for the field of IDN research: the
dependency on legacy analytical frameworks (Groundhog Day), the lack of a
shared vocabulary (Babylonian Confusion), the missing institutional memory of
the field (Amnesia), the absence of established benchmarks (No Yardstick) and
the overproduction of uncoordinated and quickly abandoned tools (Sisyphonian
Tool Production).
We like to end this paper with a proposal for concrete actions. To address
the dependency on legacy frameworks (Groundhog Day), we propose to investi-
gate the limitations of existing analytical instrument and seize the opportunity
to introduce specific frameworks. For the lack of shared vocabulary (Babylo-
nian Confusion) a potential way forward could be to look at examples from
other fields, such as robotics, for successful ways of creating a sustainable shared
vocabulary. To address the lack of institutional memory (Amnesia) we propose
to build a library of pointers to a shared canon. For the fourth challenge, the
Challenges of IDN Research and Teaching 37
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Is “Citizen Kane” Moment Coming?
- A Research on Chinese VR Documentary
Practice and Storytelling
Chanjun Mu(&)
The year of 2016 is called the first year of Chinese VR industry. The virtual reality
technology changes panoramic game and video, becoming more and more popular in
people’s daily lives and mass media reports. 2016 is the first year of Chinese VR
Documentary as well. Since the birth of the first VR documentary Kindergarten in
Village, there were over 100 works in the past three years. Among them, the first
domestic religious theme VR documentary produced by Huarong Road Media
Greetings! Little Master showing the real life of Buddhist monks and nuns, won the
2016 CHINA VR New Image Award “Best Humanistic Documentary Award”, and
was invited to participate in the documentary exhibition by the 70th Cannes Film
Festival in France, so that the world can re-understand the religious culture in China.
The Tibet theme VR documentary Polar, produced independently by Microwhale VR
and co-produced with Beijing Five-star Legend, won a documentary short film award at
the Accolade International Film Festival. Documentary distribution platforms such as
iQiyi VR, SoVR, VeeR have also sprung up, which shows the creation of VR docu-
mentary in China has a satisfactory beginning.
The VR industry in the world experienced both prosperous and bubble period from
2015 to 2017. According to research statistics, as the first year of VR in China, there
were hundreds of VR enterprises in the Chinese market in the first quarter of 2016, but
fewer than 10 brand enterprises still exist now. The elimination rate of VR start-up
enterprises is close to 99%, [3] among which there are many reasons, such as maturing
of capital market, imperfect supply chain and ecology, etc. However, the core reason is
that VR cannot provide users with the expected good experience, which involves the
integrity and maturity of the whole ecology such as hardware, system and content, etc.,
and is the fundamental problem of the whole VR industry for a long time.
In such an environment, VR content websites, the main distribution platforms of
VR documentaries in China, has also experienced a round of elimination. In 2016, a
large number of VR content platforms have sprung up in a blowout way. Up to now,
there are only less than 10 mainstream VR platforms, and the competition is very fierce.
Fortunately, several influential VR content platforms, such as iQiyi VR, CCTV VR,
SoVR, VeeR and UtoVR, which have won both opportunities and challenges, are still
continuously enhancing their capabilities in content production and supporting hard-
ware, forming unique content distribution mechanisms and industry chains. The
upcoming 5G era is a huge change not only for major distribution platforms but also for
the entire VR industry. With the change and rise of the dissemination platform, the
creation and industry of VR documentaries will usher in a new stage.
42 C. Mu
space brings challenges to the storytelling: since the average field of view only reaches
one third of the full view, which unavoidably leads to the omission of key plots or
information in other scenes. In most Chinese VR documentary works, it is common
that they lack screen guides or prompts. Since the film is short with a relatively simple
story, and the viewing experience is slightly weakened.
4 Conclusion
References
1. Salz, P.A.: VR: From Storytelling to Story Living. EContent Magazine, Autumn 2018 Issue,
p. 9 (2018)
2. Bosworth, M.: Lakshmi Sarah, Crafting Stories for Virtual Reality, p. 2. Routledge, New
York (2019)
3. Xiong, W.: Triple Ox Principle: The Three Ox Carts Motivating Strategy of IQiyi, IT Home
(2019). https://www.ithome.com/0/423/756.htm. Accessed 18 July 2019
4. Liao, K.: The History of Western European Drama, p. 105. China Drama Press, Beijing
(2002)
5. Fox, B.: Documentary Media: History, Theory, Practice, p. 96. Routledge, New York (2017)
6. Murray, J.H.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace, p. 98.
The MIT Press, Cambridge (1998)
7. Lister, M., et al. (eds.): New Media: A Critical Introduction, p. 212. Routledge, London
(2003)
Impacting Culture and Society
Someone Else’s Story: An Ethical Approach
to Interactive Narrative Design for Cultural
Heritage
Rebecca Rouse(&)
1 Introduction
sites, such as the Swedish History Museum’s recent “History Unfolds - A Reflection”
exhibit in Stockholm.
The inclusion of digital technologies in museum and heritage settings, however, has
further impacts for representations of authenticity, voice, and power. As museum
scholar Ross Parry has described, the museum field has entered a new phase in its
relationship with technology that can be understood as post-digital [2]. Parry’s con-
tention is that digital technologies have become anticipated and even demanded by
museum audiences, which opens up an opportunity for the designer to be freed from
the constraints of novelty. The digital can become de-spectacularized, and possibilities
for more critical engagements with works that incorporate digital technologies can
begin. While the ‘post’ of the post-digital does not mean we are done or through with
the digital, or that we have finished sorting out our cultural and social entanglements
with the technology, it does recognize the emergence of a new phase of our relationship
with the digital.
Displays of heritage and public history have long been associated with new tech-
nologies, and today this trend continues. From the innovation of the 360-degree painted
panorama to tell military history and simulate foreign travel from the 1790’s through
the early twentieth century [3], to the use of the stereoscope from the mid-1800’s to
dazzle with 3D views of historic locations [4], the telling of history has a long tradition
of engagement with emerging technologies. In the more recent development of cultural
heritage applications with digital technologies, there is a long history of work with
audio guides, interactive mapping, and immersive visualization [5]. The inclusion of
game technologies and mixed or augmented reality capabilities in the field has led to
even more complex interactions between user, machine, designer, site, and heritage
experience. Complexity can be represented in new ways, through branching storylines,
multiple or shifting perspectives, and even procedurally generated narratives [6].
Interactive narrative (IN) technologies are yet another emergent component in the
heritage sphere. At first glance, it may seem an unlikely fit to combine IN and history;
once can’t change what has happened in the past, so what role could IN possibly play?
However, when it is acknowledged that the act of storytelling itself, the act of narra-
tivizing, which is necessarily a part of any museum or heritage experience, is con-
structivist, we can see that the storytelling of history has always been interactive.
Traditionally this interactivity has been reserved for the curator and exhibit designer,
not the museum visitor. Incorporating IN in the museum or heritage site results in
further layers of complexity, yet to be fully understood, regarding authorship in this
new medium. Scholars such as Koenitz have acknowledged the role of system level
architectures in IN authorship [7], and more work should be contributed in this area to
help illuminate the embedded politics of the designs of IN systems. As IN technologies
become more seamless and easier to use, an ironic secondary effect of this democra-
tization is the accompanying black-boxing of system architectures and their embedded
politics from authors and users.
Claims for the impacts of IN in heritage and museums have not yet been solidified,
but some practitioners and scholars place emphasis on the promise of the medium to
evoke empathy as a tool for social justice [8–10]. However, as Shuman has noted,
claims for empathy in non-interactive narratives are at best fraught and at worst entirely
uncritical [11]. The IN field is still in the early stages of grappling with the ethical
Someone Else’s Story: An Ethical Approach to Interactive Narrative Design 49
implications of empathy claims for the medium, particularly in the heritage field.
Recent scholarship from Engberg on the concept of care as a design approach [12] and
Fisher and Schoemann [13] on the ethics of IN in dark tourism both represent an
important beginning.
Non-interactive forms already exhibit a complex relationship between the promises
claimed for their narratives regarding empathy and justice, and issues of power and
entitlement in the manner of their telling. Think for example of the many recent
discussions in the popular press and social media regarding which actor is entitled to
play a marginalized character in a film, when the actor in question does not share this
marginalized identity in everyday life. As Phelan has noted [14], mere representation or
increased visibility does not equate to power, and can in fact be a trap resulting in
commodification and sublimation. In terms of the strategy of ‘giving voice’ or practices
of speaking for others, Alcoff has provided incisive analyses of these impulses as too
often glory-seeking, exploitive, and colonizing, and urged instead dialogic approaches
that seek to open spaces for critique, and push back against Western conceptions of
complete individuality and total agency [15]. So while the promise of empathy or
justice as an outcome of narrative in general, and IN in particular, is exciting, it must be
tempered with careful and critical consideration.
IN may have qualities that allow for the possibility to contribute in this space in
ways that differ from less interactive narrative forms. For example, the IN form is
ontologically always incomplete, in a sense. The narrative is understood as mutable,
and even if all branches of a narrative have been explored, the reader has a model of the
IN form as able to encompass or engender further possibilities. In this way, the IN form
is more mutable, or at least potentially mutable, than traditional forms, and therefore
always less complete. This always-already incompleteness is a step toward better
representations of complexity, and may point a way toward a remedy for what
Cavarero has discussed as the human propensity to conceive of the self as narratable,
which is a fictionalization or streamlining of lived reality at best, and a reification of
oppressive structures at worst [16]. IN’s incompleteness may also allow for a shift
away from mythic Western notions of completeness. These ideas of completeness show
up in concepts like self-reliance, individualism, and retreat away from dialogue into
monologue. Nyamnjoh has warned against completeness as “an illusion that can only
unleash sterile ambitions of conquest and zero sum games of superiority,” inviting
scholars instead to embrace the ontology of incompleteness by more forcefully
acknowledging borrowings, collaborations, sources of inspiration, multiplicities, and
fragments in our work [17]. In the context of IN digital cultural heritage, this means
acknowledging the messiness of the nature of the work, and staying open to dialogic
processes and the criticisms that will inevitably arise. It also means tempering claims to
‘correct’ or even ‘erase’ dominant histories, and work instead toward continuing to add
to the collaborative accretion of humanity’s understanding of itself. This paper works to
add to the growing field of research in this design space developing a range of methods
and approaches for creating work with and in communities, particularly when the
project at hand concerns difficult or contested histories.
Design Methods and Approaches to Working with People and Machines. While
the museum and heritage fields have over the past several decades shifted into post-
50 R. Rouse
digitality, the design field has also advanced through the development of a variety of
approaches and perspectives on the role and relationships of the designer and user in
the design process. Scholarly approaches have shifted away from a machine-focused
approach toward early human computer interaction and later human-centered design
[18, 19] toward user experience or UX, and user-centered design [20–23] as well as the
moves toward participatory design in urban planning [24] to more contemporary
research in feminist design and co-design methods [25, 26].
Parvin’s recent paper [27] provides a much-needed critical examination of the
claims made for digital storytelling as a medium for social justice, and makes a similar
call to designers to recognize that “what matters most is not giving voice but rather a
renewed attentiveness to the act of listening” and that we “(re)consider the practices of
storytelling and listening as dialogic.” Listening, however, doesn’t erase the designer.
Just as the theatre actor can never fully disappear into a character, so too the designer is
always present. Some design rhetoric from the HCI or UX traditions can imply the
designer becomes, or at least strives to become, a neutral facilitator or pseudo-
anthropological observer of the user’s needs and wishes. For example, the IDEO design
firm’s “Method Cards” list many strategies such as “Shadowing,” “Rapid Ethnogra-
phy”, and “Fly on the Wall” that all involve close and rather invasive observation of
users without any reflexive examination of the designer’s own social and political
positioning [28].
There’s something disingenuous here, a lack of acknowledgement of the power
relations between designer and user, and disregard for the inevitable fingerprint of the
designer. As Helguera has pointed out, a stance of detachment can make communities
“feel like they are being used instead of like true partners in a dialogue or collabora-
tion.” Indeed, Helguera continues, the trait of genuine openness and curiosity to engage
with, learn from, and bring oneself into a community is a likely pre-requisite to
determining a designer’s or artist’s capability for community-based work, and cannot
be “created artificially.” Curiosity alone, however, is not a strategy for successful
community engagement, and Helguera acknowledges the “delicate negotiation” that is
the nature of the ongoing process of community-based, or as he terms it, socially
engaged art [29]. Acknowledging the delicate, messy, and incomplete nature of the
work at hand, how to move from theory to practice and develop works with IN for
cultural heritage? In the following section I will share lessons learned, processes tried
out, and tips gleaned from experiences developing an AR Design for Cultural Heritage
course.
collaborative, co-design approach best supports this particular kind of work for a
variety of reasons. Ethically, the tensions inherit in telling other people’s stories are
best navigated in a maximally transparent and collaborative process with all stake-
holders. Practically, to ensure the uptake of projects beyond the duration of the course,
this type of truly collaborative process also ensures community members and other
stakeholders have ownership of the project, and genuine interest and desire in pursuing
it to completion.
To provide an overview of the course, starting in the classroom at the beginning of
the semester students are introduced to core concepts in critical history [30, 31], co-
design and community engagement [26, 29, 32], and issues specific to design with
mixed or augmented reality [33–35]. (This core background is necessary, as Rensselaer
has no history department, so history pre-requisites can be set for the course, and this
also happens to be the only mobile development or mixed reality course regularly
offered on the campus, at the time of writing this paper.) Following this initial period
with core readings, students develop mini-projects using a range of AR tools (see
Fig. 1), depending on availability of the tools, and the skill level of the students
involved. At the same time, while students get their feet wet in AR, they also get to
know the client, community, and general history the project will focus on. Through a
series of conversations, co-design workshops, and community connections, students
develop design sketching, then paper prototypes, and finally a digital prototype plus
detailed design document. These final projects are discussed below.
Fig. 1. Distillation of lessons learned from each project over the past six years regarding design
process, and the range of AR tools that have been used.
52 R. Rouse
Example Projects. Over the past six years the course has been offered four times, and
has spawned two independent study courses as well, resulting in a total of six projects.
Three of the six projects have been fully developed and implemented for the public,
and a fourth is still in progress. Two have not yet progressed past the prototype phase.
Each project is described here in brief:
• Below Stairs: AR History Adventure (Completed 2015)
Below Stairs was developed for the Rensselaer County Historic Society’s house
museum, The Hart Cluett Mansion. After visiting the museum as a patron myself,
and taking part in several of the curator’s historic walking tours, the possibility of
collaboration on a project through my course was discussed. The museum was
interested in attracting younger patrons, and saw the use of new technologies like
AR as a possible way to accomplish this. The project we developed centered on the
Hart Cluett Mansion, which is a marble townhouse in downtown Troy, NY dating
from the 1800’s. The house museum includes exhibits that mostly focus on the
wealthy owners of the home. The AR role-playing game Below Stairs instead tells
the story of recent Irish immigrants working as domestic laborers in the house in the
1850’s. While the museum leadership at the time originally wanted a story about the
wealthy owners of the home, descendants of whom are still on the board of the
museum, through workshops with museum visitors we were able to identify that
younger people in their twenties and under (the group the museum most wanted to
attract) were far more interested in the lives of the workers in the house. In the AR
game, the user interacts with virtual characters by scanning codes with a phone or
tablet, listening to character audio, and selecting their character’s text responses.
The virtual characters include a cook who runs the household and sends the user
throughout the house to complete tasks. But the cook does not give precise
instructions, so the user is compelled to explore the house, collecting virtual ver-
sions of historic objects onto the phone, like a platter, teacup, and even a chamber
pot. If the user completes all the tasks, the cook will offer the user the job … if they
still want it! The experience of exploration and physical exertion gives visitors to
the house a more embodied relationship to the history and space, and ignites their
curiosity to talk with curators or docents in more depth, or even take a traditional
tour.
• The Foerster Files (Prototype 2016)
The Foerster Files was developed for the New York State Office of Historic
Preservation, to look at the relatively recent history of urban renewal in our area
from the 1960’s-1980’s. Researching this topic, the students came across the papers
of Bernd Foerster, former Architecture professor at Rensselaer, filmmaker, author,
and pioneer of the preservation movement pushing back against urban renewal in
Albany and Troy NY. Students found a copy of Foerster’s 1960 book, Man and
Masonry, which includes a vinyl LP with a commissioned orchestral work designed
to accompany the reading experience. Discovering this analogue ‘augmented book’
inspired the students to develop an AR book experience to tell the story of urban
renewal in Troy and Foerster’s involvement to save historic architecture. The
prototype is a fictionalized ‘lost file’ of Foerster’s that uses archival film, audio, and
object reproductions plus an interactive map for use with phones and tablets. The
Someone Else’s Story: An Ethical Approach to Interactive Narrative Design 53
project was developed to the prototype level, and received well by the client, but not
selected for further development to completion or presentation for the public. In this
iteration of the course, we did not use a community-based or co-design approach.
I believe this omission hampered the project’s success, and is in part what resulted
in the client’s disinterest in continuing the work.
• Finding Roebling (Completed 2017)
Finding Roebling is a multi-modal AR experience that was developed as a spin-off
from the AR class for our campus Library and Archives, with a former student from
the AR class, Noah Zucker. Our Director of Libraries had seen the The Foerster
Files prototype and approached me about a collaboration to develop something
similar for a library exhibition. The project centers on the history of Washington
Roebling, builder of the Brooklyn Bridge and Rensselaer alum. Traditional exhibit
cases, filled with original and reproduced artifacts are augmented by providing
additional imagery, animations, 3D models and text accessed via the Microsoft
HoloLens head mounted display. A second part of the exhibit simulates author
Erica Wagner’s research journey through the Rensselaer archives, which holds
many of Roebling’s papers and artifacts, to develop her new biography of Wash-
ington Roebling, “Chief Engineer: The Man Who Built the Brooklyn Bridge.”
Erica’s desk is playfully re-created, strewn with reproductions of manuscripts and
objects from the Rensselaer archives that were instrumental in her research. Using a
phone or tablet, the user accesses AR content tied to each physical object, including
videos, animations, and images that illustrate Erica’s story. While most exhibits,
books, and documentaries on Roebling focus on the bridge and his engineering
prowess, Erica’s research unearthed the more personal history of Roebling from his
childhood living with an abusive father, to struggles during his time as a student at
Rensselaer, to his unconventional relationship with his wife Emily, who became a
key collaborator on the bridge project when he was stricken with caisson poisoning
from involvement in the underwater construction. This project was commissioned
by our school Library and Archives for their own exhibit series, and like the
Foerster Files (above) did not include a community-based or co-design process, but
rather a more traditional HCI user-testing iterative approach.
• Rapp Road Family Album (Completed 2018)
The Rapp Road Family Album project was an independent study spin-off from the
AR class with a former student from the class, Kyle Ring. The project was developed
for the Rapp Road Historical Society, led by Stephanie Woodard, who had
approached me after learning about the AR course to discuss possibilities for col-
laboration. The Rapp Road community is a group of African-American families that
came to Albany NY during the period of Great Migration in the 1920’s and ’30s,
leaving their homes in Mississippi due to increasing racist violence in the region.
Coming to Albany NY with few material resources the community relied on the
engineering, architectural, entrepreneurial, and agricultural knowledge of its mem-
bers to build an entire neighborhood of homes by hand, plant extensive gardens,
build a community smokehouse, start businesses, and thrive. The community has
continued to grow today, also preserving many of the original family ties. The AR
project is an augmented book, for use with phones and tablets. The book is designed
54 R. Rouse
in the style of a family photograph album, but combines documentary footage from
Todd Ferguson’s film Crossroads: The History of Rapp Road with oral histories of
residents and photographic imagery and maps of the community through the years.
The album is used by the Rapp Road Historical Association as a public education
tool at heritage events in the region. Like the Below Stairs project above, this project
was again developed with community involvement and co-design workshops.
• Discover Cohoes (In Progress since 2018)
Discover Cohoes was developed to the prototype level for the City of Cohoes, a small
municipality close to campus. Town leadership had circulated a call for proposals for
the development of a technologically enhanced mural that would celebrate the town’s
heyday during the 19th century industrial revolution. Through our own research as
well as workshops with the community center and middle school, we discovered that
most people in the town already knew the story of industrial history in Cohoes, but
they were unaware of the rich Native American history prior to the town’s estab-
lishment. The town has a large waterfall, Cohoes Falls, which is second in size only to
Niagara Falls in New York State. The falls are often highlighted for their hydropower
role in industrial history, but this waterfall is the site of the Iroquois Confederacy,
which still persists, bringing together six previously warring Native American
nations in 1722. The Confederacy was one of the first examples of participatory
democracy, and directly inspired Benjamin Franklin and others for the structure of the
US Constitution. Middle School social studies teachers we collaborated with were
eager to bring this history into the classroom through the AR app as a low-cost local
field trip, so we used grant funding to hire local expert, Mohawk storyteller, and
retired schoolteacher, Kay Olan (Ionataiewas). Kay worked as a consultant with us
and taught us, and provided feedback to the artist developing the mural so that Native
American iconography could be incorporated in meaningful, appropriate, and
respectful ways in both the mural and the AR application. Working with middle
school students and teachers in a co-design process, Discover Cohoes was developed
as an AR scavenger hunt game. The game interacts with the planned mural as well as
other sites of interest in downtown Cohoes to compliment existing public school
curriculum. Four learning modules were developed in the prototype, with plans for a
further three sketched out to the concept level. After completing each module, the
player receives a 3D model on the phone or tablet of a local animal that also has
cultural significance for Native American nations in the area. After collecting the 3D
models, players can bring their phones to the public library nearby to receive a prize
of a set of cut-and-fold cardstock models of the animals that are printed with more
information about the role they play in Native American culture, and can be built and
decorated by the player. The city has expressed interest in bringing the project to
completion, and is currently working to implement the physical component of the
project, the mural, which the AR application is designed to interact with.
• Harriet Tubman: Guided By The Night (Prototype 2019)
Harriet Tubman: Guided By The Night was developed in collaboration with Prof.
Janell Hobson at University at Albany for the MiSci: Museum of Innovation and
Science in Schenectady, NY. The project includes both a mixed reality interactive
planetarium show and take-home AR kit for local middle school students that tells
Someone Else’s Story: An Ethical Approach to Interactive Narrative Design 55
the fuller history of American hero Harriet Tubman through the lens of her STEM
expertise in astronomy. The interactive planetarium show uses an infrared pointer
system to allow students to collectively make choices about following stars and
moving a compass as they learn the story of Tubman’s early life, escape from
slavery, and work helping hundreds of enslaved people to escape to freedom on the
underground railroad and during the Civil War. The show includes silhouetted
animatics to illustrate the story, an animated 3D model of Tubman with actor
voiceover, and narrative teaching about the history of slavery, constellations, and
way-finding. An AR 3D-printed kit with map is designed to go home with students
after the planetarium experience, or for use in the classroom prior to a field trip to
the museum, to tell the story of Tubman’s activities in our local area, such as her
role in the rescue of escaped slave Charles Nalle in 1859. This project was
developed with community involvement through a series of co-design workshops
with a local middle school and a Girls Who Code community group in our area.
Due to large-scale leadership changes at the MiSci museum, the project will not be
developed to completion at their facility. However, Hobson and I are currently
pursuing a potential partnership with the recently commissioned Harriet Tubman
National Historical Park in Auburn NY as a future venue.
Fig. 2. Generalized process for project development during the span of one semester.
design with AR. The core concept for the project is introduced in a open ended manner,
and through design sketching activities community members share their ideas for what
should be included in the project. Sketching activities could include asking community
members to draw psychogeographic maps of their town, to help share what spaces are
important to them and what spaces they already move through or visit on a regular
basis. Another activity could be asking community members to write a postcard from
the future of the town, sketching an image that shows what spaces, places, objects,
animals, or people the town is proud of or claims as an identity in the future, to help
understand community members’ aspirations for the town.
At the same time as these initial workshops are facilitated, students and I are also
doing our own research to educate ourselves on the topic at hand, and networking with
community experts, to identify threads in the story that may be misunderstood, over-
looked, or simply absent. Students are learning the basics of storytelling with AR/MR
technologies, as well as the practicalities of working with these systems. Assignments
during this time include written reflections on initial readings assigned, a journal-type
reflection on a site visit outside of class time, and AR ‘exercises’ downloading existing
applications and critiquing them, making a simple AR panorama that includes audio or
other interactions, and deploying a basic AR object at a GPS location and testing it.
As students reflect on what they are learning through these first meetings, work-
shops, assignments, and readings, they are led through a structured brainstorming
process to develop initial concept sketches to take to the client and other experts for
Someone Else’s Story: An Ethical Approach to Interactive Narrative Design 57
feedback. Students assimilate this feedback and identify what is needed in terms of
further research to bring their ideas into more concrete form as rough paper prototypes.
Following this, a second set of community workshops are set up to try out the paper
prototypes and invite community members into the process again. Paper prototypes are
ideal in terms of flexibility, since community members can write on, tear, tape together,
etc. as they engage in co-design instead of only giving written or oral feedback or only
being observed as they interact as in more traditional user testing protocols. Following
paper prototyping in this second round of workshops, students develop a digital pro-
totype, which they then playtest with community members and the client in a final
round of workshops. Then at the end of the semester as the final exam, students
formally present to the client and community members the finished working digital
prototype, video trailer, and accompanying design document that details the larger
vision for the project, and what resources would be needed to develop the project to
completion.
Again, this process is just one way to approach IN for digital cultural heritage and
the complex ethics of telling other people’s stories. I hope that others will take this as a
point of inspiration and critique, revise, and build other methods and approaches. In the
name of practicality, I have also drawn out a set of tips for instructors interested in
developing a course of this kind, listed in Fig. 3.
Fig. 3. Tips for developing a community engaged course in digital cultural heritage
4 Conclusion
As the students move through the semester, they take more ownership over the process.
Emphasis is placed on centering the community members and client, and approxi-
mately half of class meetings take place at community locations, not on campus. By the
58 R. Rouse
second round of workshops, students are leading the process more fully, not the
instructor. By the end of the semester, students are able to present to the client and
community members without any assistance from the instructor. Throughout the pro-
cess, students are prompted to write reflections, which are then brought into dialogue in
the classroom, thinking about their contributions to the team, the shifting roles they
have played, and how the process is going for them and others.
At times, students find the course frustrating, as it has no guaranteed outcomes in
the same way that a textbook-based course does. The path every semester is different,
and always an adventure. But once students reach the paper prototype phase, and begin
to see how their multiplicity of ideas and the ideas of community members and the
client can coalesce, they often become energized, working well above and beyond
expectation, choosing to take over liaison communication responsibilities from the
instructor (although communication lines with the instructor must always remain open),
spend more time in the community, and see the value of their work beyond the walls of
campus. Student feedback has been positive to the course, including comments on
evaluations indicating how much the students enjoyed using their skills from Game
Design and Computer Science for communities, and how much they valued the
experience of working in a large, complex team, as well as their hopes to continue to
contribute to community-based work in their careers following graduation.
In reflecting on this process, I claim it as neither fully original (see the many
sources of inspiration above) or complete. Building on Nyamnjoh’s call for a new
valuation of the incomplete in the digital humanities [17], I feel that unlike the common
HCI practice of conceptualizing users through “personas” or other designer-centered
processes, the co-design process structure reflects the necessary incompleteness
underlying the task - no one person or group has complete knowledge of history, and in
addition, history is never complete in its telling or representation. In its incompleteness,
history is an ideal match for the ontological incompleteness or mutability of IN. As I
continue to develop this course in future iterations, I will continue to strive to enact
teaching as a “practice of freedom,” as discussed by hooks [36], in the hopes that all
involved, myself included, learn new ways of being in the world as storytellers and
listeners of history for the future.
Acknowledgements. Some of the activities described in this paper were supported by an NEH
Humanities Connections Grant. The author also wishes to acknowledge and thank the many
community organizations and individuals who welcomed her and her students into collaboration
with incredible grace and generosity: The Rensselaer County Historical Society, Ilene Frank,
Stacey Pomeroy Draper, Kathy Sheehan, The New York State Office of Historic Preservation,
Mary Paley, Tony Opalka, Jenifer Monger, Tammy Gobert, Andrew White, Erica Wagner, The
Rapp Road Historical Association, Stephanie Woodard, Beverly Bardequez, Todd Ferguson, The
City of Cohoes, Ken Ragsdale, Melissa Cherubino, Michael Jacobson, Kay Olan (Ionetaiwas),
Cohoes Middle School, Judith Pingelski, Jennifer Sangiacomo, Steve Lackmann, Mickey Smith,
MiSci Museum of Science and Innovation, Janell Hobson, Marc Destefano, Megan Norris, Troy
Middle School, Kathy Fuller, Girls Who Code, Chris Sohn, and all the wonderful students of the
AR Design for Cultural Heritage course.
Someone Else’s Story: An Ethical Approach to Interactive Narrative Design 59
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Interactive Digital Narrative Practices
and Applications
Practical Insights for XR Devised
Performances
The performance was directed by Melissa Foulger and the ensemble. In total, 34
students participated [6]. The show was performed over two weekends with two per-
formances per night. With the support of a grant, 20 iPhone 7 devices were rented and
shared between audience members. Over the show’s run, 78 people attended. Their
reactions varied depending on the night, their familiarity with XR, and how well the
technology worked. The university wrote a news article heralding the work as inno-
vative. A short video on social networks garnered thousands of views [7–9].
The devising process is dynamic. Its variability can make implementing XR an obstacle
to improvisation. While human factors can change quickly to suit a performance’s new
direction, computational factors are procedural and cannot be altered with ease.
Nonetheless, XR designers and developers need to be committed to the devising
process.
In pre-production, actors practice engaging with XR that is invisible to them but
visible to an audience. Once learned, the actor can use their movements to bridge the
physical experience and the XR. The actor can become “a form of living scenery”, as
scenography scholar Pamela Howard has written, “the human body may be considered
as the primary plastic element for the scenographer to work with in creating the unity
between space, object, light and performer” [10]. We challenge actors to create dra-
matic tension between their bodies, XR, and members of the audience.
In early production, an aesthetic play between the XR, actors, and set should be
established. For example, an audience’s suspension of disbelief can be tickled by
considering the physical space and its tension with the invisible yet present XR. In the
show, this play occurred through a real-time multi-user network that enforced the XR’s
social presence even when an audience member wasn’t using their device. Accord-
ingly, XR designers should consider ways in which XR can create interactive, spatial,
and visual tension [11]. The media should enhance the spatial presence of a story that
develops from the actors’ gestures and the audience’s movement.
In mid production, rehearsals begin, the crew begins working out technical aspects,
and actors solidify their script and choreography. XR designers focus on elevating
details for dramatic effect through the creation of digital assets and prototypes. In The
Safety Show, this process changed two physical platforms, meant to represent a
mountain, into an XR forest with trees, clouds, and rocks—animated birds flit about as
an actor told their story. As part of creating these and other assets, actors had their
motions captured with the Orion iKinema system and an HTC Vive. Actors’ move-
ments were rehearsed while practicing monologues aloud. Once satisfied, actors’
motions were captured. If necessary, they were re-recorded. The process lasted one
hour per actor.
Audience placement is established during mid production and can be a challenge.
The XR and actors looked best from certain angles, but The Safety Show allowed the
audience to move freely. Actors gestured audiences toward these better viewpoints. We
also considered stationary iPads for the XR. This could have been an effective primary
Practical Insights for XR Devised Performances 65
setup for spectatorship or a secondary support to improve the XR’s accessibility for
people with reduced mobility.
In late production, technical rehearsals are underway in preparation for the per-
formance. The ensemble should look for ways to elevate aspects of established XR. In
the show, the petals of a cherry blossom tree fall to the ground as an actor relates his
grandfather’s death. He gestures toward petals to create a shared dramatic moment
through the XR. The petals were added in late production to enhance the existing XR
tree. Another example: it became clear that actors’ motion-captured models were stuck
in the uncanny valley. Since the models’ faces did not move, their monologues seemed
disembodied. Accordingly, a ghost shader was applied to the models. This spoke to the
biographical nature of the actors’ monologues and improved their presence.
During late production, procedures for stage management should be finalized. This
includes how the XR will be managed and how devices to access the XR will be
deployed. For The Safety Show, XR was synched asymmetrically between the audience
members’ devices and the stage manager. Two apps were developed: one for stage
management and the other for the audience. They were synched using the Photon Pun
Network solution for Unity. The audience app provided only a screen to look through.
The stage management app was designed for an iPad screen. Each act had a screen
of buttons to cue XR. These were deactivated after they were pressed to avoid repeated
instantiations. When this method didn’t work, it caused a cascade of failures as the
stage manager would attempt to synch the performance. It is suggested that a fail-safe
button that clears the XR while maintaining tracking be included to re-synch the
performance.
Regarding device distribution, if the ensemble lets their XR experience run on their
audience’s personal devices, the app needs to be downloaded. Once downloaded, the
ensemble needs to confirm that the app is working before the show. If providing
devices, a procedure needs be developed for their distribution and set up. In our show, a
docking bay with fast-charging stations that accommodated 20 iPhone 7 devices was
constructed. Before the performance, members of the crew would check the phones to
ensure their volume was up, battery was charged, and app was running. The phones
had Guided Access turned on to keep the audience locked into the app. The crew would
then detect features with the application to track the XR. Once all of this was con-
firmed, the devices were handed off to audience members who were instructed to raise
their hands should they run into any issue. The crew then practiced running phones out
to audience members having difficulties. This was an imperfect process.
During tech rehearsals, the apps and the Wi-Fi network need to be put under a
stress test. Using one or two devices is not enough. The performance space needs to be
filled with people. We were informed by IT staff that the water in humans can interfere
with Wi-Fi signals. If a theater is small and has an aging Wi-Fi network, a packed
audience moving about the performance space can cause issues. Placing Wi-Fi
repeaters and network boosters throughout the space can and did dramatically help
connectivity.
66 J. A. Fisher et al.
Keeping the audience engaged with the XR can be a challenge and even an obstacle to
the performance. This challenge is caused by the weight of the devices, how hot they
get, unfamiliarity with XR devices, technical issues, and how easy the experience is to
enjoy. The cumulative effect of these challenges is a listless audience.
Stage management can be a challenge depending on the XR platform used and the
performance space’s connectivity. Timing the instantiation of XR material requires not
just responding to rehearsed cues but also the audience’s participation and an actor’s
impromptu gesture. Achieving these moments to dramatic effect takes practice. The
person controlling the XR needs a small crew to help them distribute devices, achieve
tracking with the app, and collect devices. During the show, there was only one person
managing the XR. This proved untenable. The show’s XR ran best when there were at
least three other crew members. It became easier to respond to the actors and audience.
The final challenge comes when the devices need to be collected, charged, and set
up for the next show. Over an hour, devices running XR will lose a substantial amount
of power. If the devices are to be used again, they need to be recharged and sanitized.
There were two shows per night with about 30 min between them. Depending on the
audience, there were only eight to 12 phones available for the second performance.
Hiding technical elements, maintaining a safe space for the audience to move, and
facilitating stable tracking for XR can be difficult. Masking can be used to hide pieces
such as charging stations and Wi-Fi boosters, but it can obscure trackable features. We
learned that the efficacy of tracking will be impacted by lighting cues, the stage’s
texture, and a device’s allocated memory for the experience. In terms of lighting, as
cues change so too will features. This alteration will influence the effectiveness of the
tracking algorithms. During The Safety Show, lighting cues were removed in order to
keep lighting stable. Additionally, between scenes, the performance space’s light was
cued to its originally tracked setting to aid feature detection. Both solutions were
imperfect.
Mapping the space for features will be difficult if the stage’s texture is uniform.
While minimalism can be pleasing to the human eye, computer vision has a difficult
time ascertaining differences in symmetrical designs scattered across a stage with
shifting lighting conditions. This applies similarly to props’ textures and dimensions.
ARkit provides memory-efficient affordances for object, plane, and light detection.
However, the complexity of models’ textures and polygon counts for XR can use a lot
of an app’s allotted memory [12]. For our show, we learned that iOS devices released
from 2017 to 2019 running iOS 12.1 only allow an application a 1.4 GB memory
footprint. Passing that threshold causes an experience to crash. The current AR services
will utilize about half that amount and do not leave much space for complex models.
Practical Insights for XR Devised Performances 67
The Safety Show was a highly experimental project and provided insight into the
potential challenges for XR in devised performance. Multi-user XR performances are a
rich creative space in need of exploration. We hope this paper encourages others to
devise their own XR performances.
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Using Ink and Interactive Fiction
to Teach Interactive Design
1 Introduction
This paper discusses our experiences with teaching interactive fiction in an interactive
design course using Ink, a scripting language created by Inkle Studios that creates
choice-based interactive fiction. First, we provide some background on the ways that
interactive fiction has been used in educational settings in the past. We then offer an
overview of the course and the approaches we used in the class. After that, we discuss
the assignments we used in the course and the kinds of feedback we gave students to
show how interactive fiction-based assignments were integrated into the course.
Overall, we argue that interactive fiction is an effective framework for teaching
interactive design and suggest that the Inky editor facilitates teaching those concepts
through code in an entry-level course.
2 Background
Interactive fiction has been used in the classroom in many ways, suggesting that it can
be an effective framework for students to learn about a variety of concepts. Approaches
to teaching with interactive fiction have been quite diverse: for example, IF has been
used by Lester [1] to teach students about the Hebrew Bible in college-level religious
studies classes, by Flynn and Hardman [2] to generate interest in physics in high school
science courses, and by Lundberg and Lyons [3] to help students with literacy in
3 Course Overview
complete almost all required code and story elements before the final project, allowing
us to check these key components early and helping the students to focus on revision
and refinement. Students also learn some more advanced interactive design concepts
that are useful in other classes in the Games and Interactive Media program since many
of Ink’s advanced features employ traditional programming concepts. Students who are
new to coding sometimes have trouble with this assignment, and one of the biggest
challenges when giving feedback is ensuring that students have a conceptual under-
standing of how elements like variables and conditionals work and, more importantly,
why they are used. Some students struggle with the idea that while their code is
functional, it does not actually do anything because it serves no purpose in the story
and does not change the user’s experience in any significant way. We focus on pointing
out those kinds of issues so that students can address them before the final project.
5 Conclusion
In this paper, we suggest that Ink is a powerful tool for creating interactive fiction as
well as for learning about interactive design. In particular, the affordances of Inky as a
simple code-based tool that can be integrated into Unity make it an ideal platform for
teaching students new to coding while allowing students with advanced coding to take
advantage of those. Our approach to teaching students interactive design skills through
a code-based interactive fiction scripting engine helps them prepare for future courses
in web or game design. We believe that our work provides an effective framework for
using interactive fiction and Inky to teach interactive design.
72 K. T. Howard and R. Donley
References
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Teach. Theol. Relig. 21(4), 260–273 (2018)
2. Flynn, S., Hardman, M.: The use of interactive fiction to promote conceptual change in
science: a forceful adventure. Sci. Educ. 28(1–2), 127–152 (2019)
3. Lundberg, K., Lyons, K.: Using twine to deliver a grammar-linked creative writing
assignment in a hybrid ESL course. HETS Online J. 9, 98–112 (2019)
4. Skains, R.L.: Teaching digital fiction: integrating experimental writing and current
technologies. Palgrave Commun. 5(1), 1–10 (2019)
How Relevant Is Your Choice?
User Engagement and Perceived Agency in Interactive
Digital Narratives on Video Streaming Platforms
Abstract. With the release of the film Black Mirror: Bandersnatch Net-
flix entered the area of interactive streamed narratives. We performed a
qualitative analysis with 169 Netflix subscribers that had watched the
episode. The key findings show (1) participants are initially engaged
because of curiosity and the novelty value, and desire to explore the nar-
rative regardless of satisfaction, (2) perceived agency is limited due to
arbitrary choices and the lack of meaningful consequences, (3) the overall
experience is satisfactory but adaptions are desirable in future design to
make full use of the potential of the format.
1 Introduction
In December 2018, Netflix extended its offer on interactive films, so far only aim-
ing at programmes for children, to adult customers by launching Bandersnatch 1 .
This film is part of the science fiction anthology series Black Mirror 2 and this
particular episode was released as a ‘Choose Your Own Adventure’ story. The
interactive decision-making allows users to choose between two options of narra-
tive development at multiple times during the episode, hereby determining the
course of events in the film. Bandersnatch is a streaming endeavour with the
aim to get subscribers more engaged and give them a feeling of control in the
story.
Yet, interactive storytelling is not a novel technology as it has already been
applied from as early as the 80s of the last century in stand-alone pc-based nar-
rative environments, or more recently in games [1,2]. However, the application
to the domain of video streaming services is new and poses some exciting possi-
bilities, with respect to story design in the context of streamed fictional content
1
https://www.netflix.com/title/80988062. The film is officially named ‘Black Mirror:
Bandersnatch’, in this study we will refer to it as ‘Bandersnatch’.
2
https://www.netflix.com/title/70264888.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 73–85, 2019.
https://doi.org/10.1007/978-3-030-33894-7_9
74 L. Kolhoff and F. Nack
– New Orleans in Transition [8], which is a linear video with explorative text-
elements.
– Terminal Time [9], which is, in the tradition of Kinoautomat, an interac-
tive, ideologically-based documentary generator where the cinema audience
answers questions about it’s view on historical events, expressed by clapping.
As the narrative progresses it exaggerates ideas and, while maintaining a
coherent story, it reflects biases present in the audience.
– Façade is an interactive drama, which is described as a hybrid entertainment
form, with elements of a game and storytelling [10]. It is an open-ended narra-
tive about a married couple, with multiple possible outcomes. The interactive
experience is enabled by artificial intelligence and users are allowed an active
role in the conversations of the story, determining the direction of the drama.
How Relevant Is Your Choice? 75
3
https://www.youtube.com/.
4
https://www.hulu.com/.
5
https://www.primevideo.com/.
6
https://www.apple.com/apple-tv-plus/.
7
https://preview.disneyplus.com/.
8
https://www.theverge.com/2017/6/20/15834858/netflix-interactive-shows-puss-in-
boots-buddy-thunderstruck.
76 L. Kolhoff and F. Nack
the means to get the user to engage, but can also result in distraction and dis-
ruption of the experience instead of sustained engagement [18]. The interaction
can become complex due to branching narratives, resulting in choices that may
lead to undesirable consequences or endings, and the experience may become
lengthy, which can negatively affect the users’ engagement as well.
Agency is described in research as the experience of control over one’s body
and the external environment [19]. According to Bandura [20], the core fea-
tures of human agency include the notion of intentionality, forethought, self-
reactiveness, and self-reflectiveness. Therefore agency refers to intentional acts
and anticipation of the consequences, and includes taking actual action and
reflecting on oneself and one’s actions. In relation, Murray [21] identifies the
concept of ‘dramatic agency’ as the most important term to evaluate the success
of any IDN. The ability to make “meaningful choices” and see their effects dif-
ferentiates it from terms like participation and activity. As agency is the actual
ability to influence deliberately through actions, perceived agency includes how
much of this agency is perceived by a user. It is this sense of control, that is
essential for meaningful interaction in interactive narratives [22].
The question remains, with respect to a reflective audience, how far the wish
for well-designed storytelling can be integrated with the wish to be served on
a personalised level that addresses the individual perceptional, reflective and
emotional preferences. That is what this paper addresses. Roth and Koenitz [23]
already took a first step in exploring the reception of interactive narratives in
a streaming environment. They also analysed Bandersnatch, with a user study
of 32 participants that were asked to watch the episode in a university course
setting. The study found global effectance, perceived meaningfulness, and posi-
tive affect to be significant indicators of user enjoyment. Also, transformational
power and agency of the users appeared relevant for the experience. Coherence of
the story was perceived high and confusion about it proved lower than expected.
The possible influence of the novelty value of an interactive experience is touched
upon but not further elaborated.
3 Bandersnatch - An Introduction
Before we introduce our analysis we provide a short introduction to the content
and structure of Bandersnatch. The interactive film is released as part of the
series Black Mirror, which is a dystopian science-fiction series about a dark
future shaped by technology, that addresses philosophical issues, paradoxical
tensions and twisted endings [24]. Bandersnatch is framed as part of the Black
Mirror series. The series consists of non-interactive, stand-alone episodes, that
last between 41 and 89 min each9 . Bandersnatch is not part of any season of
Black Mirror but released separately. However, the film may profit from the
reputation of an established and successful series. This might encourage the
audience to interact with the film. This audience is presumed to be interested in
9
https://www.netflix.com/title/70264888. Before Bandersnatch, four seasons have
been introduced where each has three to five episodes.
How Relevant Is Your Choice? 77
to play at the time of choice. These decisions only partially affect what happens
the next moment and we interpret those as means to familiarise the user with
the interaction process and choice making. The local agency is emphasised over
global agency here. As the film progresses, global agency increases as the choices
have more of influence on the story overall.
4 Methodology
We studied the film Bandersnatch to gain insights into the relevance of engage-
ment and perceived agency for the experience of users of a streamed IDN. We are
interested in those concepts as they are always named as the reason why people
want to use IDN. We also investigate them in this context as we now can see
in a broad setting if the assumption is valid. We define user engagement as the
experience of a user in which one is captivated by the experience and motivated
to interact with it and continue to do so. Perceived agency is defined here as
the idea that users can make meaningful choices in the interactive narrative and
observe and evaluate the consequences of the choices.
The target group of the study are Netflix users who interacted with the film
Bandersnatch. As the interaction takes place in an online environment, we figured
potential participants could be reached online as well. We chose to develop and
use a questionnaire to measure engagement and agency because this is a form
of self-report that allows for sizeable simultaneous distribution. Bandersnatch
is available to Netflix users worldwide, which is why the study should not be
limited to one geographic location.
Questionnaire. We designed an interactive and adaptive questionnaire that
focused on gathering information on the interaction with the medium, evaluation
of the content, levels of engagement and the amount of agency perceived by users.
The questionnaire starts with demographic questions (3), after which the
participants are asked to confirm to have watched Bandersnatch. If this has not
been the case, the only question that remains for a participant concerns the
reason he or she did not watch it. In all other cases, participants are asked when
and with whom the interaction took place and how traversal decisions were made
with multiple people (2 or 3 questions depending on answers). Next, participants
were asked about the first ending that was encountered, their satisfaction with
it and if they continued the exploration after the ending to encounter further
storylines (3 or 4 questions depending on answers). The next questions concern
satisfaction about elements of the experience (6 questions), such as the overall
story, being able to make decisions, the existence of multiple endings and dead
ends. Participants were asked to provide an overall rating of the Bandersnatch
environment and they state and explain if they would recommend the film. The
set of questions about engagement (7 questions) is based on the attributes of
engagement, as stated by O’Brien et al. [13]: novelty, perceived usability, focused
attention, felt involvement, aesthetics, and endurability.
The final questions on perceived agency (9 questions) are based on the con-
trol heuristic of Thompson in which perceived agency over outcomes is judged
How Relevant Is Your Choice? 79
based on the intention and connection between actions and consequences [26].
All multiple-choice questions about satisfaction, engagement ad agency use a
five-point Likert scale, ranging from very unsatisfied or strongly disagree (at a
value of 1) to very satisfied or strongly agree (at a value of 5).
The most crucial prerequisite for participants is to have interacted with Ban-
dersnatch. Because of this specific property, we distributed the questionnaire in
our own social networks and online communities with the theme ‘Bandersnatch’
on Facebook and Reddit. Snowball sampling was used to reach more potential
participants, because virtual snowball sampling is effective to increase the sam-
ple size and representative of “hard-to-reach” populations [27]. In this respect,
the population used for this analysis is considered more representative than the
one described in Roth & Koentiz [23], as we assume that the participants had
already an intrinsic interest in watching the content and experiencing the inter-
action without being asked to do so in an educational setting. The questionnaire
was distributed on May 18th 2019, five months after the release of Bandersnatch.
We closed the form ten days later, on May 28th, as the incoming responses had
been decreasing over the preceding days.
Participants. From all participants (N = 187) of this study, the majority (N =
169; 90.4%) watched Bandersnatch.11 As the viewers of Bandersnatch belong to
the main target group, we will refer to this group (N = 169) when discussing the
sample, unless stated otherwise. In the sample of 169, 51% of the participants
were female and 48% male. The remaining 1% did not disclose their gender. The
age of the participants ranged from 13 to 61 years (M = 24.26, SD = 7.28). People
from 29 different countries worldwide participated, and 40% of the sample are
from the Netherlands. Other countries participants are from include, but are not
limited to, the United States (21%), United Kingdom (8%) and Canada (5%).
The continents that were represented most were Europe and Northern America.
In this section the results from the questionnaire will be described. For answers to
multiple-choice questions, we present answers in the following way: SA (Strongly
Agree) - A (Agree) - NA (Neither Agree Nor Disagree) - D (Disagree) - SD
(Strongly Disagree). When asked about satisfaction, the range of answers is:
VS (Very Satisfied) - S (Satisfied) - NS (Neither Satisfied Nor Unsatisfied) - U
(Unsatisfied), VU (Very Unsatisfied).
5.2 Interaction
At the time of the study, in May 2019, the duration of last having seen the
film has been distributed as: five months before (53%) four months (17%), three
months (14%), two months (7%), less than a months ago (3%), and less than
a week ago (7%). Thus, the majority watched the film short after its release,
which indicates interest.
The amount of people that watched the film in a setting ranged from: alone
(43.8%), two people (47.3%), three (5%), four (1.2%), five (1.2%), or more
(1.2%). From those who did not watch alone (N = 95), 82.1% made decisions
by attempting to reach a consensus in the provided time frame of 10 seconds.
This behaviour we see in all group constellations. It seems agency (reflection and
discussion) is a driver in group decision-making within IDN.
For participants who watched the film alone (N = 74) it is more difficult
to state how decisions are formed. Thirteen of them finished in the first go at
the end of the default path, which could mean they did not interact. However,
all of them stated later that they reached several endings. It is unclear what
drove them to start exploring the interactive feature, but it can be stated that
they made the decisions all by themselves. Thus, we can conclude that both
groups made active choices which indicates performed agency. We also conclude
that streamed interactive fictional content needs to be designed so that a group
decision process is possible. This requires that the decision points need to be set
so that a discussion about various opinions is possible, but not so complicated
that a decision in the given decision time frame is not feasible.
Table 1 shows which ending was encountered first by participants, the aver-
age satisfaction with this ending and the part that continued the experience to
explore alternative endings. It shows that 89.6% of participants continued the
experience after the first ending encountered. Most participants continued after
this ending, regardless of their satisfaction with it. This is illustrated by the
fact that there is a minimal difference in the percentages that continue, when
looking at satisfaction about the first ending. From the participants satisfied
with the first ending (45.4%), 90.5% continued the experience, and 88.8% of
those who were dissatisfied (54.6%) continued. Thus, we clearly see that a good
choice, thus positive agency (influential actions and anticipated consequences),
relates to positiveness and interactivity and hence engagement. We also observe
that unsatisfied agency still can generate engagement but then rather based on
aspects such as challenge. In both cases the result is to interact more and to
experiment with the experience of choice. The average number of endings found
is four (M = 4.1, Median = 4) out of five possible endings.
5.3 Experiences
We have already established that overall participants appreciated that they can
choose but showed an irritation with the choice environment in general. We
investigated how they perceived their agency and the results of that investi-
gation are presented in Tables 2 and 3. The overall distribution of responses
How Relevant Is Your Choice? 81
Table 1. Satisfaction and continuation after first ending encountered. Five main end-
ings: Collins daughter works on Bandersnatch years later (A), Young Stefan goes with
his mother and dies in the present (B), Stefan discovers he is on a film set (C), Stefan
is arrested for killing his father (D), and Stefan fights therapist and father (E).
related to agency is rather diverse. In line with this, the participants think they
are provided with the right amount of choices and seem to be adequately in
control of those. However, they are in particular unhappy with the predictabil-
ity and desirability of the consequences. This complaint is also visible in the
fact that 41% felt that they were confronted with unnecessary choices, and that
44% had anticipated choice options of which no were provided. There were also
complains about dead-ends, thus paths with no real story ending. In summary,
these observations result in the finding that the participants wish to alter the
content but consider the design of the choice space as poorly performed. We face
the interesting fact that though the perceived agency was lower evaluated as the
actual performed agency, the participants still continue exploring. An answer
to this effect can be found in the results of our elucidation of the participants
engagement.
When looking at user engagement we found that, on a scale from 1 to 10,
participants rated the overall interaction experience with a mean of 7.76 (Median
= 8). We consider this a clear indication of high engagement. However, we were
also interested in which of the engagement elements as outlined in our definition
contributes at all, and if so most. For the findings, see Table 4. The results man-
ifest that all engagement attributes contribute to the overall highly perceived
engagement, yet not all of them similarly. Two aspects we found in particular
interesting. It seems to be that there is a correlation between the novelty aspect
and focused attention as this type of storytelling is novel for most of the partic-
ipants, they need to concentrate more and therefore are aware of passing time
(Table 3 also supports this). This means that high levels on concentration are not
considered a downsizing effect in this context. Second, novelty also influenced
the interest in the future use of other interactive storytelling videos. In line with
this, we also see that 89% would recommend the film, which indicates that the
novelty paired with the made experiences is considered positive.
However, the free answers in the questionnaire indicate that this does not
mean necessarily that participants were satisfied with the content. For example,
participant 39 stated: “Probably only for the interactive feature, not because
82 L. Kolhoff and F. Nack
SA A NA D SD
Content frequency choices 20% 47% 20% 11% 4%
In control experience 21% 33% 24% 15% 7%
Desirable consequences 5% 26% 46% 20% 4%
Foreseeable consequences 5% 14% 33% 36% 11%
No choice while preferred 14% 30% 27% 20% 9%
Unnecessary choices 17% 24% 22% 28% 8%
Decision-making SA A NA D SD
Was demanding 5% 22% 21% 33% 20%
Caused annoyance 4% 11% 10% 31% 44%
Disrupted experience 5% 14% 14% 35% 33%
SA A NA D SD
Interface is clear (usability) 72% 17% 8% 4% 0%
Watched out of curiosity (novelty) 60% 25% 9% 4% 1%
Watching was worthwhile (endurability) 48% 24% 9% 6% 4%
Interest in IDN afterwards (endurability) 58% 24% 9% 5% 4%
Visually appealing layout (aesthetics) 49% 33% 16% 2% 1%
Involved in experience (felt involvement) 43% 34% 14% 9% 1%
Lost track of time (focused attention) 34% 32% 19% 13% 2%
the film is good.” Participant 110: “Yes, but more because this is the first film
where you can choose how the storyline goes. I feel like there are better, more
intriguing, films possible with this technology.” This is also in line with the fact
that merely 72% found watching the film worthwhile. In some of the endings the
initial level of satisfaction is not perceived highly, e.g. 24.1% for ending E (see
Table 1). Thus, the free exploration generates a large deviation on how content
is perceived. Thus, engagement elements such as curiosity and challenge can be
considered well approved, whereas sensory appeal and aesthetics are considered
weaker. Those findings also explain why the participants continued looking for
new endings even though they perceived the way to choose and the ability to
forethought beyond optimal. This also means, however, that once the novelty
wears off the problem of authoring such story spaces has to improve drastically
as otherwise the interest will drop due to low levels of perceived control, positive
effect and endurability.
How Relevant Is Your Choice? 83
of the interactive user. In that way, not only a better understanding of streaming
communities and their preferences regarding content can be established but also
the various theories, such as Murray’s theory on ‘dramatic agency’ [21], can be
empirically tested.
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Designing and Developing Interactive
Narratives for Collaborative
Problem-Based Learning
Abstract. Narrative and collaboration are two core features of rich interactive
learning. Narrative-centered learning environments offer significant potential for
supporting student learning. By contextualizing learning within interactive
narratives, these environments leverage students’ innate facilities for developing
understandings through stories. Computer-supported collaborative learning
environments offer students rich, collaborative learning experiences in which
small groups of students engage in constructing artifacts, addressing disciplinary
challenges, and solving problems. Narrative and collaboration have distinct
affordances for learning, but combining them poses significant challenges. In
this paper, we present initial work on solving this problem by introducing
collaborative narrative-centered learning environments. These environments will
enable small groups of students to collaboratively solve problems in rich multi-
participant storyworlds. We propose a novel framework for designing and
developing these environments, which we are using to create a collaborative
narrative-centered learning environment for middle school ecosystems educa-
tion. In the learning environment, students work on problem-solving scenarios
centered on how to support optimal fish health in aquatic environments. Results
from pilot testing the learning environment with 45 students suggest it supports
the creation of engaging and effective collaborative narrative-centered learning
experiences.
1 Introduction
Recent years have seen significant growth in research on the role of narrative and
collaboration in education. Narrative-centered learning environments contextualize
learning within interactive narratives in which students actively participate in engaging
story-based problem solving [1, 2]. These environments encourage students’ active
participation in learning, critical thinking, and analysis. Meanwhile, computer-
supported collaborative learning environments offer students inquiry experiences that
2 Background
which imparts the perception of control to the participant with respect to the short-term
and long-term impact of her actions on the story [28, 29]; (2) believable characters, in
which the participant’s interactions with “non-player” characters are contextualized in
the narrative’s plot and setting [4, 30]; and (3) participant-tailored experiences, in
which plot elements and character behaviors are customized to the individual partici-
pant [31, 32].
In addition to the requirements noted above for interactive narrative, computational
models of collaborative narrative generation should address the following require-
ments. First, the models should support collaboration-centered plot generation, in
which the narrative generator creates plot lines that require cooperative actions on the
part of the participants. For example, they should introduce plot points requiring
participants to devise plans leading to the achievement of a common goal, and they
should encourage communication among participants. Second, the models should
support role-based participant-character interactions. Endowing characters with specific
expertise and abilities is an oft-used literary device from traditional narratives, and it
can be effectively leveraged in collaborative narratives for both participant characters
and synthetic characters (e.g., virtual agents). Third, the models should create stories
that maximize the utility of the resulting narratives. In addition to being engaging for a
single individual participant, collaborative narratives should be engaging for the group
as a whole.
Our approach to organizing computational models of collaborative narrative gen-
eration employs the jigsaw methodology to create multi-participant groups for col-
laborative problem-based learning. In jigsaw-based problem solving, students become
experts on different aspects of the problem under investigation and then share what they
have learned with group members [33]. Effective collaborative work depends upon the
presence of positive interdependence between participants, thereby requiring students
to interact and rely upon contributions of others [34]. Most effective collaboration
occurs when group members have both resource and goal interdependence. Jigsaw
approaches used in science classrooms have led to increases in affective outcomes [35],
and Aronson and Bridgeman (1979) argue that the jigsaw methodology reduces
classroom competition and creates an environment that leads to goal attainment [36].
Jigsaw-based problem solving offers a practical and effective approach to organizing
the design of collaborative problem-based learning narratives.
4.1 Architecture
The STORYLOOM architecture defines key components of a collaborative interactive
narrative that represent distinct groups of functionality and resources (Fig. 1). The
primary purpose of STORYLOOM is to provide a blueprint for creating engaging inter-
active narratives that support effective group learning. To this end, the architecture
defines two types of resources that when combined represent the narrative experienced
by a group of students: World Resources and Story Resources.
World Resources are the building blocks for the storyworld that the students will
experience while interacting with STORYLOOM: Locations, Characters, and Props.
These resources represent the physical manifestation of the narrative. These are the
objects that the students will see, hear, and interact with as they are transported into the
storyworld. The Story Resources define how the World Resources interact with each
other and with the students as they progress through the narrative. Story Resources are
composed of Dialogue and Beat Sheet resources. Dialogue resources represent the
conversations, narration, and dialogue choices presented to the students as they interact
with characters, manipulate props, and visit locations within the storyworld. A Beat
Sheet resource represents a complete story within the narrative environment from a
particular student’s perspective organized around the jigsaw methodology with the
student becoming an expert on some aspect of the story. A story beat is an event within
the narrative where something changes and the story advances [37]. For example, a
young boy learns he is a wizard after receiving an acceptance letter to wizarding
school. The Beat Sheet resource, as defined in the STORYLOOM architecture, is a col-
lection of story beats that represent the entire narrative experienced by a student.
A story may contain multiple character roles that can be assumed by students. Each
beat sheet represents a different narrative experience within a larger collaborative story,
and thus there may be multiple beat sheets in a story, each one describing the story
from a particular student’s perspective.
Designing and Developing Interactive Narratives 91
roles as they gather evidence to be shared and discussed as part of the collaborative
problem-solving learning experience within STORYLOOM. For example, two students
playing the roles of a toxicologist and botanist might progress through a simple nar-
rative in which each student experiences unique story beats that provide evidence and
insights that are shared during collaboration sessions where they discuss and negotiate
as they work together to determine why the farm animals are getting sick (Fig. 3).
The Camera and User Interface components in the architecture represent how the
narrative is conveyed to the student, while the User Input component represents how
the student interacts with the narrative. The interactive story client might be imple-
mented using a high-fidelity 3D game engine, which would produce immersive
experiences in which students have the freedom to travel between realistically rendered
locations and interact with lifelike characters as they experience the narrative. In this
situation, the World Resources in the architecture would consist of 3D models, ani-
mations, and audio.
4.2 Implementation
The STORYLOOM architecture presented above was used in the design and development
of a 2D visual novel-style collaborative narrative-centered learning environment. The
learning environment was developed using an agile development process in which the
software was iteratively designed, implemented, and reviewed. This particular imple-
mentation of STORYLOOM supports rapid prototyping and deployment of 2D interactive
narratives into classrooms. In this implementation, the Camera, User Interface, and
User Input components were implemented using the Unity game engine. The Unity
game engine is capable of rendering 3D environments and characters. However, we
decided to create a 2D narrative experience to simplify art creation, while we focused
our development efforts on refining the narrative and collaboration-specific function-
alities. The Unity game engine is cross-platform and enables the learning environment
to be deployed on a wide variety of platforms such as Windows, macOS, Android, iOS,
and Chromebooks.
This version of STORYLOOM presents the storyworld to students as 2D representa-
tions of locations, characters, and props. Because students can choose to travel between
locations, converse with characters, interact with props, and collect information as they
Designing and Developing Interactive Narratives 93
progress through the problem-solving scenario, they are active participants within the
narrative. For example, a student could be asked by a character in the learning envi-
ronment to travel to a fish hatchery and measure the dissolved oxygen levels in a water
tank as the student attempts to determine why the fish have become sick. This
implementation of STORYLOOM includes text-based chat that students can use at any
time during the narrative to communicate with one another. In addition, a human tutor
can also participate in the conversation to provide content or collaboration scaffolding.
This 2D version of STORYLOOM provides a flexible framework for quickly devel-
oping and evaluating interactive narratives by allowing non-technical authors to create
story beats in a Google Sheet and author dialogue in Google Documents. These
documents are imported into the system as Beat Sheet and Dialogue resources that are
combined with the 2D representations of locations, characters, and props to produce an
interactive narrative. Using Google Docs as an authoring tool has several significant
advantages for authors: (1) familiar and feature-rich word processor, (2) collaborative
authoring, and (3) revision tracking and revert capability, and 4) readily available.
These features allow content to be authored and easily revised, thus, enabling a tight
iterative loop to quickly refine the narrative experience.
This version of STORYLOOM fully supports the creation of jigsaw-based narratives
where students acquire expert knowledge as they experience their own unique stories.
This acquired knowledge can then be shared with their group through collaboration as
they work together to solve a problem-based learning scenario. When using this version
of STORYLOOM to create a collaborative, narrative learning experience, the following
high-level steps are used to structure the jigsaw-based narrative: (1) Create an over-
arching narrative that features the problem-based learning scenario, (2) Identify pos-
sible solutions including knowledge required to solve the problem, (3) Create
individual narratives that correspond to roles within the larger overarching narrative
wherein students acquire knowledge, (4) Define story beats in a Google Sheet that
represent the significant events that move each individual narrative forward, (5) Iden-
tify characters and author dialogue in a Google Document for narration and conver-
sation associated with the story beats (such interactions reveal expert knowledge to the
students), (6) Create story beats that represent collaboration points in the overarching
narrative, (7) Identify all of the locations, characters, and props necessary to tell the
story and create art assets for them. The artifacts from the previous steps can then be
combined with STORYLOOM to create a deployable learning environment. Creating a
collaborative interactive narrative is a creative endeavor and will likely require several
passes through the above steps.
The interactive narrative that was authored for ECOJOURNEYS tells the story of four
students who are visiting Buglas Island in the Philippines as part of a cultural exchange
program. While on the island, the students learn from local farmers that the fish in their
fish farms are getting sick. Since fish farming is critical to the island economy, the local
stakeholders ask the students for help in investigating why the fish are getting sick. The
students’ relationship with the local stakeholders follows an apprentice-based model
[38]. The stakeholders provide the expertise and insight critical to solving the problem.
As newcomers to the island, the students are tasked with “pitching in,” to help with the
investigation. The interactive narrative reveals a complex problem scenario that four
students are asked to solve together as a group. Each student will experience a unique
narrative within the context of the larger story as they visit different locations, have
conversations with characters, and interact with props as they help solve the mystery.
In addition to text-based chat, ECOJOURNEYS includes a virtual whiteboard (Fig. 5)
to support collaboration and the problem-based learning inquiry cycle [39]. During
collaboration sessions within the context of the interactive narrative, students are asked
to go to a virtual conference room in the storyworld. There, students place sticky notes
on the virtual whiteboard. These notes were collected during students’ unique explo-
rations and contain information related to the aquatic problem.
The sticky notes can be associated with specific topics that help students support or
rule out hypotheses. As students share their notes at the whiteboard, they discuss their
findings and attempt to arrive at a hypothesis that is both supported by the evidence and
that explains why the fish are getting sick. The virtual whiteboard was designed to
support the following collaborative interactions between small groups of students:
(1) sharing information, (2) selecting information to be used as evidence, and
(3) evaluating whether evidence supports, does not support, or might support a specific
hypothesis. Furthermore, to support sensemaking, students can vote on a sticky note
which will cause it to change color to indicate whether students agree (green) or
disagree (red) that the information on the note supports the hypothesis represented by
the column. An orange sticky note indicates that not all the students have voted on
Designing and Developing Interactive Narratives 95
whether the note supports a hypothesis or not. If students disagree on the placement of
a sticky note, they must negotiate using the text-based chat to resolve their disagree-
ment. This provides students with sense-making agency, since they are allowed the
freedom to make mistakes as they collaborate and reason about the evidence and how it
relates to the hypotheses.
Because ECOJOURNEYS is built upon STORYLOOM, the team was able to rapidly create
a collaborative narrative-centered learning environment that was ready for deployment
into the classroom. This left additional time for the team to focus on two elements that
are key to the PBL inquiry cycle: the interactive narrative and scaffolded collaboration.
STORYLOOM’s Google Docs-based authoring allowed the four narratives that represent
each student’s role in the overarching narrative to be quickly written and easily refined
through rapid iteration. This allowed the creation of the jigsaw-based problem scenario
where students learn from experts as they experience the interactive narrative by talking
to characters and collecting evidence. Likewise, STORYLOOM’s data replication func-
tionalities allowed for the creation of the shared virtual whiteboard, which, along with
text-based chat, allowed students to share what they learned with group members.
Figure 6 depicts a student’s narrative experience as they collect jigsaw-based infor-
mation through the interactive narrative and collaborate with the group through the
virtual whiteboard. To ensure that students have access to critical information required
to solve the mystery, key jigsaw-based information was provided to at least two stu-
dents in their narrative experiences (i.e., similar facts or observations). Thus, the
information was more likely to be discovered and shared by students during their
collaboration.
Another important feature of STORYLOOM that was utilized in ECOJOURNEYS was the
capability to have an expert human tutor join the group of four students in the chat and
virtual whiteboard sessions. This facilitator provided scaffolding for both collaboration
96 B. W. Mott et al.
Fig. 6. Story beats and collaboration points of student’s unique narrative experience.
and inquiry-based thinking. The facilitator was also responsible for checking the stu-
dents’ work in the whiteboard sessions before allowing the students to continue on
through the narrative. If the virtual whiteboard contained hypotheses that were not
correctly supported (or disproved) by the evidence, the facilitator could provide hints or
suggest approaches to the students to resolve disagreements. Once the facilitator was
convinced that the students had successfully completed a whiteboard session, she
would use the STORYLOOM Control Panel to allow the students to exit the whiteboard
and continue through the narrative.
6 Pilot Study
Regulation of Emotions survey [40]. Log data of students’ chat and interaction within
the learning environment were recorded and stored on a remote server. Group chat log
data was coded according to accountable talk and PBL facilitation moves [41, 42].
Each conversational turn in the chat log was coded for one of the following turn-taking
codes: Collaboration (five sub-codes), Rigorous Thinking (ten sub-codes), Facilitation
(six sub-codes), and Content (eight sub-codes). Collaboration codes refer to utterances
that focus on coordinating, goals, and content understanding whereas Rigorous
Thinking codes highlight students’ argumentation moves. Utterances made by facili-
tators were coded separately from students’ talk (i.e., Facilitation) and all utterances
were coded for the Content of the talk.
6.3 Results
A mixed ANOVA test with groups as between-subjects and time as within-subjects
factor indicated a main effect of time. Students scored significantly better on their post-
tests, F(1, 49) = 17.919, p < .001 (pre-test mean = 13.6, SD = 3.7; post-test mean =
15.8, SD = 3.7), indicating that students improved their ecosystem concept knowledge
overall. Analysis of group chat data revealed that there was a positive strong rela-
tionship between the total Collaboration and students’ Rigorous Thinking codes,
r(9) = .78, p = .004 and a moderate relationship between the total Facilitation and
Rigorous Thinking codes, r(9) = .71, p = .015. These results suggest that productive
collaboration among students are critical in supporting robust argumentation. Students
also remained engaged in the game, with 66% of student utterances coded for pro-
ductive discussions.
Acknowledgements. This work is supported by the National Science Foundation through grants
DRL-1561655, DUE-1561486, DRL-1934153, DRL-1934128, and DRL-1921495. Any opin-
ions, findings, and conclusions or recommendations expressed in this material are those of the
author(s) and do not necessarily reflect the views of the National Science Foundation.
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The ‘Angstfabriek’ Experience: Factoring Fear
into Transformative Interactive
Narrative Design
Christian Roth(&)
narratives allow for exploration, play, performance and experimentation with different
actions and consequences [1, 3].
This is in line with the concept of transformative learning which, according to
Mezirow [4], is an attempt to explain how cultural assumptions and presuppositions
influence our expectations, in turn framing our perception and interpretation of our
experiences. This concept explains a change in meaning structures within the domains
of instrumental and communicative learning. Instrumental learning focuses on learning
through activities designed to promote the discovery, analysis and understanding of
cause-and-effect relationships. Communicative learning, on the other hand, involves
the understanding of different perspectives concerning values, ideals, feelings, moral
decisions, and concepts such as freedom, justice, love, labor, autonomy, commitment
and democracy. Transformative learning occurs when communicative and instrumental
learning involve a “reflective assessment of premises . . . [and] of movement through
cognitive structures by identifying and judging presuppositions” [4].
The constructivist, inquiry-based approach by Bruner [5] introduced the concept of
discovery learning, which implies that students construct their own knowledge for
themselves, enabling them to find answers and solve problems on their own with
minimal guidance. This encourages motivation, active involvement, and creativity,
promoting autonomy and independence.
Interactive digital narratives offer such a learning environment, enabling interactors
to derive meaning from active involvement and experience. This underscores the value
of interactive narratives beyond entertainment, as applied in education, health aware-
ness and the communication of ideas.
Only a few studies exist so far that evaluate the effectiveness of interactive (digital)
narratives (e.g. [3, 6–8]). Findings of these studies suggest that interactive narratives
may be effective tools in raising awareness and empathy, creating insight, and
increasing pro-social behavior.
Similarly, Interactive Theater has been conceptualized and applied in education or
to illustrate real life political and moral debates [9]. The roleplaying aspect of inter-
active theater, for instance, has been shown to be an effective tool in teaching medical
students communication skills when breaking bad news to patients [10].
Saypol [11] defined interactive theater as “a theatrical form in which the audience
participates, in varying degrees, in the creation of the drama on stage in real time,
resulting in a combination of scripted and improvisational performance, with the goal
of fostering critical dialogue designed to challenge attitudes and behaviors around a
variety of social issues”. Interactive theater can be understood as a non-digital
implementation of interactive narrative design, where audiences shift from the role of
observer to that of participant, immersing themselves through interaction with their
surroundings, e.g. by conversing with actors.
For instance, the interactive installation or documentary theater Situation Rooms by
art collective, Rimini Protokoll, allows participants to perceive several out of 20 dif-
ferent roles (weapon seller, soldier, ruler, refugee) by re-enacting the personal narra-
tives told through a video device [12]. By following what they hear and see on the
video equipment, participants are led through the installation, which takes them
through sets depicting the world of weapons manufacturing, sales and war.
The ‘Angstfabriek’ Experience 103
Fear, a ubiquitous experience among humans, has evolved over millions of years as an
autonomous mechanism to aid safety and survival [13]. However, given the complexity
of modern society and the factors that influence human interactions, fear – its fabri-
cation and perpetuation – can be a threat in itself.
Fear is fueled by complex issues such as divisive politics, war, migration, climate
change and health risks, but is equally propagated by seemingly ordinary everyday
discussions about vaccination, dietary choices, or the excessive consumption of social
media and games. People are increasingly driven towards an immense need to limit
risks and dangers – idealizing a society with guaranteed safety, to which the safety
industry responds by developing solutions. And while the world is safer and better than
ever before in many ways [14], there is also the risk of fear leading to potentially
harmful solutions.
Consider the dystopian scenarios featured by Black Mirror. The episode “Nose-
dive”, for example, shows a social credit system similar to the one now being
implemented in China, which – in an attempt to create an ideal society – rewards
preferred social behaviors while penalizing undesirable ones. Such a premise is con-
troversial not only because it creates a system that fosters a false sense of self-
valuation, but because it normalizes the notion of surveillance and profiling. This
demonstrates that people, perhaps in their need for the reassurance of safety, are willing
to bend on otherwise inviolable democratic values and civil rights, raising the question
of whether societies are at risk of falling victim to unchecked and unregulated safety
measures.
Dutch NGO Critical Mass created the theatrical pop-up experience ‘Angstfabriek’
(Dutch for ‘fear factory’) intending to unmask the inner workings of the global fear
industry and safety industry [15]. The Angstfabriek is a physical installation with
theatrical elements, narration and interactive experiences that challenge visitors to
reflect on their own attitude and behavior towards the topic.
With the goal of raising awareness, encouraging critical thinking, and stimulating
dialogue, the Angstfabriek is based on the concept that fear can be manufactured to
create a demand for safety as a product and as a service. As a fear factory – a place
where fears are made – techniques to frighten us are designed, tested and thoroughly
perfected for maximum impact and then marketed to companies, politicians, activists
and lobbyists that require tailor-made fear campaigns for a variety of agendas.
This concept is inspired by Securitization theory and the so-called Copenhagen
School of Security Studies, which asserts that security is about survival, and that an
issue, when posed as an existential threat to a designated referent object, legitimizes the
use of extraordinary measures to handle them [16].
104 C. Roth
Fig. 1. Entrance (left) and reception of the Angstfabriek with scanning platform (right)
Virtual Reality Lab. Participants are then guided into the VR lab where four mem-
bers of the group are shown scenes through VR headsets. The remaining members act
as test supervisors, selecting which topics, and at which intensity, to show to the testers.
As the testers view the clips, their heart rate, perspiration and brain activity are
monitored to measure their reaction to the visual stimuli. Finally, the results are shared
with the participants, showing them their personal level of susceptibility to media
messages. See Fig. 2.
The ‘Angstfabriek’ Experience 105
Fig. 2. Conducting the fear response experiment in the VR lab (left) and discussing the results
using the measurement graphs for each participant.
Fig. 3. Angstfabriek corporate film (left) and director’s speech in his office
Director’s Office. Next, visitors listen to the Director deliver a speech. He is proud of
his factory and emphasizes the usefulness for society as he needs public support. He
asks visitors about their personal fears and then argues that fear is a natural instinct
intended to keep people safe. He concludes by stating that fear creates the need for
safety, hoping to turn some of the visitors into future clients. See Fig. 3.
Whistleblower. As the visitors prepare to leave, they suddenly encounter an
employee, the cleaner, who offers to show them “what is really going on”. While the
work of the Angstfabriek sounds good at first, the reality is different. Former factory
106 C. Roth
staff have therefore decided to leave without letting the director know. This allows
visitors to step into their shoes and experience with their own eyes what is happening in
the factory and to make this information public. The cleaner, part of the whistleblower
team, therefore helps visitors to go undercover by wearing the uniforms of employees
that have gone missing due to their moral reservations. As they go through the facility
again, they are able to see behind the curtain and form their own opinion.
Fear Video Creation. The first stop is the creation of an impactful news clip on an
important topic such as terrorism or climate change. This gives participants insight into
how messages are combined in order to create fear. Through this exercise participants
begin to see through fear as a business concept. Video clips, text, music and titles have
to be combined to create a strong, fear inducing media message. The results are
critiqued and rated by the CEO on the screen. Participants who complete this task
become complicit in spreading fear. See Fig. 4.
Fig. 4. Following instructions at the media station (left) and creating an impactful fear video
Assembly Line. In their role as fear factory workers, participants have to order 4 out
of 8 possible safety measures. They investigate boxes on a movable assembly line, by
scanning QR codes using an augmented reality device to reveal the safety measure
contained by each box (e.g. anti-riot drones, social credit systems, smart borders, 3D
printed weapons, tracking devices). See Fig. 5.
The ‘Angstfabriek’ Experience 107
Fig. 5. Following instructions at the assembly line (left) and choosing safety measures
Locker Room. The installation ends when visitors bring the coats back to the staff
room, where they find the lockers of the employees that have left. Visitors are given the
opportunity to look inside these lockers, where they find personal stories on the effects
of fear-mongering and interactions to further convey the installation’s message with an
invitation to reflect.
3 Evaluation
In this paper, we discuss the results of two studies: a focus group interview (N = 7)
conducted with docents from the Games & Interaction department at HKU University
of the Arts Utrecht, with backgrounds in psychology, interaction and game design,
game art, documentary making, and interactive narrative design; and a pilot study (N =
32) using a questionnaire, with qualitative and quantitative sections. A summary of the
studies follows.
Other points of critique, however, concerned the visitors’ role, agency and
immersion. The focus group had been recruited without significant knowledge of the
installation. While the tagline on the Angstfabriek website [15] clearly states “Go
undercover in a fake fear factory”, it was not clear to the focus group what this actually
entailed. A number of group members pointed out that the introduction to the context
and their role in it could have been better.
With regard to agency, the creation of a fear-inducing news item offered the most
interaction, as the activity involved a process of content selection and feedback. This
forced participants to think about which options would work best in creating fearful
reactions, and then – in consultation with the group – to come to a choice that was
morally reprehensible. The focus group participated in creating an impactful fear
inducing news item without discussing rebellious alternatives.
Interactive narratives usually involve some level of influence on the story. At the
Angstfabriek, agency was only possible on a local level, during certain scenes, without
having any impact on subsequent scenes or the overall outcome.
Finally, the focus group pointed out that the narrative twist and their new role as
undercover employee were not sufficiently convincing. The whistleblower cautions
visitors to avoid eye contact with the director, and to put on employee uniforms.
However, a lab coat passing off as a convincing disguise requires considerable sus-
pension of disbelief, which was not helped by an unconvincing performance from the
whistleblower. Ultimately, these issues contributed to a break in immersion.
One participant remarked that for interactive narratives, Murray [1] stresses the
importance of active creation of belief and that allowing for more roleplaying is a way
to achieve this.
Table 1. Rating of the experience sections; mean values and standard deviations (N = 32).
Section M SD
Entrance/reception 4.03 0.85
Virtual reality lab 4.23 0.77
Corporate film 3.33 0.88
Director’s office 3.93 1.23
Whistleblower 3.43 1.16
Fear video creation 4.36 0.89
Assembly line 3.00 1.08
Lockers 3.20 1.29
When asked what could be improved, 6 participants stated that they expected a
more frightening experience: “It remains too distant, does not create a sense of fear in
me”.
These expectations probably stem from the naming of the interactive installation:
Angstfabriek (fear factory) and the entrance scene, that presumably detects personal
fears, whereas the remainder of the experience focuses on given topics: climate change,
terrorism and the safety industry.
The lack of a concretely defined role became apparent by statements of 5 partici-
pants: “I did not know who I am as a participant in the experience”, “Improve the
introduction to role and context: who am I, where am I, why am I here, what can I do?”.
Participants were asked to rate their liking of the different Angstfabriek sections on
a 5-point scale (1 – I did not like it at all, 2 – I disliked it, 3 – I neither liked nor disliked
it, 4 – I liked it, 5 – I liked it a lot). Table 1 shows the results, with the creation of the
fear news video being the most preferred part and the assembly line getting an overall
neutral score (Table 2).
Curiosity and Expectation. Participants were intrigued by the installation and wanted
to find out what it is about. Overall, they deemed it to be interesting, albeit it did not
meet all of the expectations. Only a minority knew what the experience was about
beforehand.
Insight. While participants stated that the installation triggered thoughts about fear-
mongering, they did not state a strong impact on their critical perception of the safety
industry. This seems to be connected to the mixed reactions towards the assembly line
interaction. On average participants were not very well informed about the safety
industry prior to the experience. Men rated their familiarity with existing safety
products (M = 3.45, SD = .93) significantly higher than female visitors (M = 2.45, SD =
1.23), t(29) = 2.348, p = .026. Interestingly, participants did not state that their
experience with the Angstfabriek resulted in an increased interest in learning more
about the topic of fear-mongering and the safety industry. However, participants’
takeaway messages in the qualitative part of the study indicate their insights on the
importance of thinking for oneself, remaining objective, and being critical of infor-
mation received from the media. It is possible that the participants found these insights
110 C. Roth
Table 2. Ratings of statements regarding the user experience via 5-point Likert scales; mean
values and standard deviations (N = 32).
Statement M SD
Curiosity and expectation
During the experience I felt curious and wanted to know more 3.87 0.82
The experience was interesting 4.00 0.87
The experience met my expectations 3.56 1.16
Before visiting, I already knew what the Angstfabriek is about, so I knew 2.03 1.06
what to expect
Insight
The experience got me thinking about the topic of fear-mongering 4.03 1.09
I had already a good insight into the topic of fear-mongering 3.36 1.03
The experience made me more critical about the safety industry 3.20 1.16
I was familiar with the products of the safety industry 2.93 1.20
Because of this experience I want to learn more about fear-mongering and the 2.93 1.17
safety industry
Character believability
I found the character of the director believable 3.80 0.96
I found the character of the whistleblower believable 3.06 1.14
Role-identification
After meeting the whistleblower, I felt like I was actually going undercover in 2.30 1.15
the Angstfabriek
I could identify with the ‘undercover employee’ character 2.63 1.13
I tried to sabotage the factory 2.67 1.51
Personal meaningfulness
I was inspired by the experience 3.63 0.89
I was impressed by the experience 3.60 0.93
I found this experience to be very meaningful 3.80 1.09
I was moved by this experience 3.26 1.34
The experience was thought provoking 3.70 1.08
This experience will stick with me for quite a while 3.10 1.11
I was touched by the stories in the locker room 3.33 1.37
sufficiently transformative, which may explain their lack of interest in learning more
about the topic.
Character Believability. The performance of the director was overall rated as more
believable than the whistleblower’s. That poses a problem for the experience, as the
director is persuasive and in line with the messages of the corporate film. This finding
supports the opinion of the focus group that felt underwhelmed by the whistleblower
character. Interestingly, men found the character of the director (M = 4.37, SD = .65)
significantly more believable than female visitors (M = 3.55, SD = .99), t(29) = 2.156,
p = .040. This shows the importance of taking possible biases into account when
designing characters.
The ‘Angstfabriek’ Experience 111
interviews revealed. Murray [1] refers to this design strategy as Scripting the Interactor
(StI), which casts an interactor into her role by providing context, manages expecta-
tions and exposes opportunities for action. Roth and Koenitz [19] identified StI as a
design convention for interactive digital narratives, where it is commonly used as
introductory information.
The interactive installation seems to work better with a younger audience and the
topic of fear-mongering and media literacy is both timely and relevant in an educational
context. However, the limited number of 6 concurrent participants makes it more
challenging for larger school classes to visit, as groups have to wait up to 15 min for
their turn. Here, digital interactive narrative experiences have a clear advantage as they
scale more easily.
For a transformative learning experience, it is crucial to allow for reflection and
discussion [4]. Currently, this has to be self-organized by visitors. Inviting them to a
discussion round directly after the visit could be a valuable addition.
If transformation is influenced by the level of interaction in the sense of the agency
that participants experience, then one could argue that the Angstfabriek is mainly
exploratory (cf. classification model of Ryan [20]). While it is possible to boycott
certain tasks (create a video that is neutral instead of fear-inducing, pull out a power
cord to stop the assembly line), these actions bear no clear dramatic agency [1] that
significantly impacts how the plot plays out. And in the event that participants pur-
posely or unwittingly break with this order, actors immediately intervene to inform
them that this is not allowed. Usually, visitors of the Angstfabriek do not challenge the
actors through off-beat behavior. Inviting more roleplaying could change this, though,
which might become difficult for the experience designers to handle. In this regard,
interactive theater installations face a similar challenge as interactive digital narratives.
Aylett [21] describes this as the narrative paradox – the required moderation between
interactor freedom and the structured experience, which was designed for maximum
emotional impact. It is important to note that interactive narratives offer different levels
of agency and that the granting of agency by itself does not automatically guarantee a
richer user experience (cf. [22, 23]).
Dubbelman, Roth, and Koenitz [24] discuss the challenge of creating transforma-
tive interactive narratives from a pedagogical perspective. Following Janet Murray [1],
the authors see one educational aspect of interactive digital narratives in the potential to
revisit earlier decisions by replaying. This allows to explore a topic from additional
perspectives which are not given by linear and static representations. While replaying
interactive digital narratives is usually a matter of restarting the application, it becomes
more difficult, in terms of cost, time and availability, when visiting interactive theater
presentations and physical installations that only allow for a limited number of inter-
actors at a time.
However, Boal [9] states that interactive theater is not meant to satisfy participants,
and instead suggests that “these theatrical forms create a sort of uneasy sense of
incompleteness that seeks fulfillment through real action” (p. 120).
Practitioners therefore often endeavor to measure the efficacy of interactive theater
by asking about the medium and their long-term influence on a participant’s tendency
towards social activism [25]. This study is therefore only a first step in evaluating the
potentially transformative effects of the Angstfabriek installation. When visitors start to
The ‘Angstfabriek’ Experience 113
engage with the topic, their personal experience triggers an interest in seeking more
education on the subject. Whether this interest leads to action or results in nothing more
than mild curiosity is unclear.
Perhaps further study could be dedicated to measuring transformation in the sense
behavior and subsequent action, similar to the study by Steinemann et al. [6], which
measured the amount of money participants donated out of their participation reward to
a related cause.
Furthermore, future evaluation needs to aim at a younger, more coherent, group of
visitors, like school classes, and could include a knowledge test to measure what was
learned. The project is perfectly suited as part of an educational program, particularly
one tackling the role of media and public perception.
Acknowledgments. Thanks to Hiske Arts, founder and creative brain of Critical Mass, for
involving and supporting us in the critical evaluation of their Angstfabriek project. Thanks to the
visitors for taking the time to give insights into their experience. Thanks to the focus group who
gave their professional feedback and for approving the usage of pictures showing them.
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role play to develop medical students’ skills in breaking bad news. J. Cancer Educ. 29(4),
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the World – and Why Things Are Better Than You Think. Flatiron Books, New York (2018)
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Spaceline: A Concept for Interaction
in Cinematic Virtual Reality
1 Introduction
Already the Russian filmmaker Sergei Eisenstein had the desire for non-linear movies
and books, in which the story can go on in all directions [1]. Cinematic Virtual Reality
(CVR), where omnidirectional movies are watched via head-mounted displays, brings
us closer to this dream of spherical dramaturgy. The additional space component
facilitates interactivity in a natural way. Comparing traditional movies with CVR, many
parallels can be found. However, the narrative methods of traditional film production
cannot simply be transferred. The transition of some activities from the filmmaker to
the viewer and new interaction possibilities requires and enables new approaches.
Traditionally, a movie is arranged on a timeline. Beginning and end of a shot are
determined by in- and out-points. Brillhart adapted these terms: “In VR, the in-point is
where a visitor’s experience is most likely to begin and the out-point is where it’s most
likely to end” [2]. However, it cannot be assumed that the viewer really looks to the
out-point at the time when the shot changes and therefore the in-point might not be
seen. Moving away from tools of traditional film production and taking advantage of
the possibilities offered by VR, opens up new options. Since CVR adds a space
component in addition to time, it is worth to consider that cuts not only depend on
elapsed time, but also on the viewing direction.
2 Spaceline Concept
Two fundamental terms of film montage are those of a shot and a scene. While a shot is
a segment of a film between two cuts, a scene represents a unit of a movie at the same
location and continuous in time, which in traditional film often consists of several
shots. The number of cuts is reduced in CVR since the viewer himself selects different
parts of the scenery for viewing. Often a scene has no further cuts. In a traditional film,
the image of the camera and that of the viewer coincide. In CVR there are two
perspectives: the around view of the camera and the smaller, self-selected field of view
(FoV) of the viewer. The term shot is therefore not directly transferable, two terms are
required for the film segment between two cuts. We distinguish between a space and a
shot. A space is an omnidirectional movie segment that has been recorded without
interruptions. The shot is the image sequence chosen by the viewer between the cuts,
within this space. It is not omnidirectional, rather corresponds to the viewer’s FoV in a
space. A spaceline is a path through a structure of spaces. This structure is designed by
the filmmaker. Based on it, the viewer determines the spaceline – a line through this
construct consisting of several shots. In contrast to the timeline-based film, which is
determined by the filmmaker alone, the spaceline is determined by the filmmaker and
the viewer. Timeline and spaceline together set up the storyline.
Regions: The spaceline concept defines different types of regions: The out-region is
the area whose activation ends a shot. From there, the switch to the next shot takes
place, where the viewer first sees the in-region, from where the scenery then can be
explored. The spaceline structure links out-regions with in-regions. In this way, shot
changes become interactive, triggered by the viewer. For non-linear stories, more than
one out-region can be defined in a space. In addition, we introduce act-regions which
offer supplementary interaction options, such as enlarging details or retrieving addi-
tional visual information (embeddings) or sounds. One important characteristic of a
region is the size: a large region is discovered faster than a small region. Regions can
have different priorities: a region with high priority has to be discovered by the viewer
before the story goes on, others are less important. A region can be activatable per-
manently, in a restricted time interval or just after another action was already activated.
Indicators: To make it easier for the viewer to recognize out- and act-regions, we
introduce indicators. It is important that their visualizations do not disturb the viewing
experience. On-screen indicators can be used for regions in the viewer’s current FoV.
To make the regions recognizable they can, e.g., be highlighted or framed. On the other
hand, off-screen indicators point to regions out-of-display to make the discovery easier
[3]. Screen-referenced items are connected to the display and move along with it in
case the viewer is turning the head (e.g. arrows, buttons). World-referenced items are
connected to the virtual world, in our case to the movie. They stay fixed at their place in
the movie world, even if the viewer turns the head (e.g. lights, signs). Indicators can
inform about the direction of the target, the distance, the relevance and the type of the
regions, e.g., by using different colors or sizes. Also, unmarked regions are conceiv-
able, e.g. where the out-region is indiscernible for the viewer, but when looking at it for
a certain time interval, the next shot starts.
Spaceline: A Concept for Interaction in Cinematic Virtual Reality 117
Pointer/Activation: For selecting the out-region, eye or head tracking methods are
most natural. However, also a controller or hand gestures are possible. A selection
process consists of two parts: the pointing and the activation [4]. Both processes can go
unnoticed by the viewer or be triggered actively. If head or eye tracking is used, the
head/gaze direction is the pointer (cursor), which can be invisible for the viewer. Using
dwell-time (looking for a certain time interval at a target) for activating the out-region,
no additional devices are needed. If there is no feedback, the user does not notice why a
space changes or any other action was activated. However, with this technique, it can
happen that the viewer was not ready for the next space and would prefer to see more in
the current space. Activation after a dwell-time interval could be randomly triggered
but desired in certain constructions. It depends on the story if the selection and acti-
vation process should be unnoticeable or triggered actively by the viewer.
Table 1 shows the elements of the spaceline concept as a design space with four
dimensions: region, indicator, pointer and activation. Each of these dimensions has
several subdimensions. The values for the subdimensions which were discussed in the
previous sections are listed and added by options which resulted from talks with VR
and CVR experts. This design space is intended for support in designing applications
for the spaceline concept, e.g. interactive CVR movies.
Table 1. Dimensions of the design space for the spaceline concept. The table shows for every
dimension the subdimensions and options for the subdimensions
Option 1 Option 2 Option 3 Option 4
Region Type In-region Out-region Act-region
Size Small Middle Big
Priority High Medium Low
Duration Permanent Restricted Sequence
Indicator Type On-screen Off-screen
Reference World-referenced Screen-referenced
Visibility Clear Unobtrusive Invisible
Notification Direction Distance Relevance Type
Pointer Mount Head Eye Controller Hand
Visibility Clear Unobtrusive Invisible
Feedback Cursor change Target change Sound None
Activation Mount Head Eye Controller Hand
Trigger Nod/dwell Dwell/blink Click Gesture
Feedback Visual Auditive Haptic None
small part of the omnidirectional image in the HMD, regions can also be outside of the
FoV. There are various possibilities for indicating off-screen objects on flat devices [5–
8], in 3D environments [9] and augmented reality [10, 11] which can be partly adapted
to CVR. Examples for screen-referenced off-screen indicators are signs on the edge of
the display towards the off-screen region.
The easiest possibility for pointing in CVR is using the head direction, which is
connected to the center of the display. Other examples are eye gaze, controller tech-
niques or gestures. Pointers can also support the viewer’s awareness of a region, e.g. by
changing the color when it enters an act-region.
The visualization of the indicators and the pointer depends on the story content.
The filmmaker has to decide how subtle or how obvious they should be. Different
indicator types can be selected and customized in their appearance to the film project,
similar to film transitions in timelines of traditional films.
3 Conclusion
In this conceptual paper, we introduced the novel concept of a spaceline for CVR, in
analogy and addition to the traditional timeline. Film terms such as shot and sequence
were transferred to CVR and explained in the new context. New terms as spaces,
spaceline, in-, out- and act-regions were introduced and on-screen and off-screen
indicators were presented.
We described the relation of the spaceline concept to traditional filmmaking. Our
concept should encourage filmmakers to create CVR movies with dynamic non-linear
story plots where scene changes depend on interactive regions defined by the film-
maker and selected by the viewer.
Reflecting on the overall concept in the CVR context, we highlight that spaceline
and timeline are both needed to realize interactive storylines in CVR. Even when using
the spaceline concept, filmmakers should be able to define the time limit of a shot.
We conclude that the spaceline is a valuable concept to support filmmakers in the
process of designing interactive, non-linear CVR experiences. We presented first
indicator designs and described their potential in guiding the viewer.
As a broader outlook, these methods are not only relevant for CVR but can also be
adapted to virtual and augmented reality applications and motivate further research. It
is important to know how viewers feel in different scenarios for developing a film
language for Cinematic Virtual Reality. To support this process is the long-term goal of
our research.
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Facilitating Information Exploration
of Archival Library Materials Through
Multi-modal Storytelling
1 Introduction
Evolution, innovation, and history are typically documented in a chronological
manner, with their associated processes set sequentially through a series of high-
lighted events filtered from a myriad of interactions that ultimately lead to the
culminating event. But the reality of history and culture exists within a broader
context of those relationships across multiple dimensions that are filtered out
because they appear to be lesser influencers in the historical universe. Depend-
ing upon perspective and focus, the accepted seminal events in a narrative of
history and culture represent a distillation of other smaller tangential narratives.
Yet it is the role of archivists to “employ as broad a definition as possible of what
records are and of what events and phenomena are worth documenting” [7].
Rebuilding these inter-relationships and piecing together the various interac-
tions in history from archival collections of primary sources is typically a labor-
intensive endeavor. In many cases, archival library collections are comprised of
various donations or acquisitions, some with questionable provenance and com-
pleteness. One may consider that portions of such collections are analogous to
fossils or ancient artifacts [6,8,14]. Like incomplete buried skeletons, some sec-
tions of an archival collection are distributed across various archives and pro-
cessed with varying degrees of descriptive detail. The frequent archival approach
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 120–127, 2019.
https://doi.org/10.1007/978-3-030-33894-7_13
Facilitating Information Exploration of Archival Library Materials 121
to pass knowledge between one another. Narrative may also have a more basic
connection with human knowledge.
Narrative is thought to be intuitive to how humans think about and orga-
nize information. Narrative has been posited as one of the general fundamental
ways that humans organize knowledge [9]. More specifically, experiences and
memories are said to be organized in a narrative fashion, with the various facts
of our personal experiences being cast as a series of events and their narrative
connections [5]. So too is our understanding of time cast in a narrative light, as
a temporal sequence of linked events [2]. Through narrative storytelling, there
exist methods for ordering and presenting information that are related to how
humans intuitively organize knowledge.
American cognitive scientist Jerome Bruner pointed out that there are two
modes of how people make sense of their environment [4]. Bruner calls the two
modes the paradigmatic or logico-scientific mode and the narrative mode. The
paradigmatic or logico-scientific mode collects facts from ones experience and
the narrative mode tries to make sense of the experience. In other words, the
narrative process aims at endowing experience with meaning, which is often
composed of causal and temporal relationships of events – the core components
of narrative. For people, these two modes are used as means for convincing one
another: facts convince one of their truths, while stories support their likeness.
Our multi-modal visualization and narrative system works in a similar way,
by making the relationships among information more visible and thus inspiring
people to discover new relationships. To our knowledge, there has not been an
interactive storytelling system that is specifically designed to help people discover
new information centered and based on library archives.
3 System Architecture
In our previous work, we have applied narrative and storytelling strategies to
qualitative information presentation, developing a system to automatically gen-
erate narratives from topic-relationship information networks [10,11], as well as
techniques for using multiple interweaving story lines [3], topic anchor points,
and analogies [12].
We have also created an automated narration system that takes structured
open domain information and tailors the presentation to a user using storytelling
techniques [3,10,11]. It aimed at presenting the information as an interesting and
meaningful story by taking into consideration a combination of factors, ranging
from topic consistency and novelty to learned user interests.
Starting from any point in a knowledge graph, such as the subset shown in
Fig. 1 (left) with part of its XML representation (right), the agent can talk about
the knowledge graph by introducing the topics one by one. Note that, while not
shown, each directed edge in Fig. 1 has an edge in the other direction with a
reciprocal relationship. A diagram of the systems architecture is shown in Fig. 2.
When deciding what to talk about next, the agent strives to form a piece of
narrative rather than simply listing the facts. It does so in two steps: sequencing
and connection.
Facilitating Information Exploration of Archival Library Materials 123
a set of images and the text narration for the topic the Narration Manager is
currently presenting. The agent gives an audio narration of the text as well.
At any point in the narration, the user can select a topic in the center panel
that they wish for the agent to discuss. The Narration Manager also explicitly
asks the user to select a topic at points deemed most appropriate by the Topic
Connector. When the user selects a topic, it interrupts the current sequence with
a short, new subsequence calculated from the selected topic.
the new combined sequence, starting with the user’s selected topic. Thus, the
storytelling agent is able to both react to the user and maintain a consistent
narrative plan.
In the top text in Fig. 4, which shows the text from the right panel in Fig. 3,
the system can be seen pausing narration of the sequence and alluding to future
topics in the sequence which have yet to be presented and which are related to
topics that have been presented. In the bottom text in Fig. 4, the system can be
seen describing the user-selected topic later in the same narration.
Fig. 4. Example text from two topics in the same narration. (Color figure online)
to form new hypotheses and discover new information. The new information, in
turn, becomes part of the knowledge graph and may inspire new discoveries.
For example, a previously known relationship between two topics (a campus
president and an architect) had only one type of connection (contractual) – Pres-
ident Ricketts contracted with architect Joseph Lawlor on several building con-
struction projects. While working through the structural migration, librarians
began to question if other types of additional connections existed. One building
contracted to Joseph Lawlor is the fraternity house for Theta Xi. Librarians
began to wonder if both Lawlor and Ricketts were members of the fraternity.
After researching the Theta Xi yearbooks, librarians confirmed that both Lawlor
and Ricketts were members of the same fraternity, and that Ricketts had pre-
dated Lawlor as a fraternity brother. The newly uncovered relationship helped
to add greater context to the facts and the narrative constructed by the system.
Thus, the process of creating the knowledge graph from existing archives
becomes an iterative hypothesis testing process. In this work, we observed how
the same focus group of librarians and archivists went through these iterations
multiple times in order to establish appropriate metadata needed to document
relationships between data points.
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The Impact of Multi-character Story
Distribution and Gesture on Children’s
Engagement
1 Introduction
For many, being read a bedtime story is a fond childhood memory. This
comforting experience also creates excitement as the the new world of the
story unfolds. While enjoyable, such storytelling also provides the founda-
tion for developing listening comprehension and later reading comprehension
skills [16,19,20,28,38,48,59,63] which are critical to educational attainment.
While the levels of quality home language input low socioeconomic sta-
tus (SES) children receive is debated [25,57], it is clear that the absence of
such language input can negatively affect a child’s early language development
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 128–143, 2019.
https://doi.org/10.1007/978-3-030-33894-7_14
Impact of Story Distribution and Gesture on Children’s Engagement 129
Fig. 1. Left: the laptop and camera placement used to collect video footage of the
participants. Right: the video footage used to extract gaze targets. Inverted screen
capture overlays are added in a post-processing step to provide additional context for
the annotators.
2 Background
2.1 Automated Storytelling and Editing
2.3 Gesture
To further engage the child, we will endow the child-like narrator with non-
verbal communication behaviors, as endorsed by the PAL framework [34] and
other related work on pedagogical agents and agent personality [11,37,41]. Stud-
ies of teacher communication have found a cluster of nonverbal behaviors that
are particularly effective in the teaching context. Termed “immediacy”, these
factors generate positive affect and include eye contact, smiling, vocal expres-
siveness, physical proximity, leaning towards a person, using appropriate gestures
and being relaxed [5,6,33,58]. They are consistently shown to impact affective
learning [7,18,54], which impacts students predisposition towards material and
motivation to use knowledge [6,9]. Their impact on cognitive learning is less
clear, with mixed findings [18,54]. Deictic (or pointing) gestures help ground
the conversation by establishing shared reference [45] and can help children dis-
tinguish ambiguous speech sounds [61]. Speech that is accompanied by gesture
132 H. J. Smith et al.
leads to better recall than the same speech without gesture [13]. In teaching set-
tings, gesture can provide a second representation, and multiple representations
are known to enhance learning [23].
Beat gestures [45] are small, downward movements of the arms and hands
that accompany the cadence of the speech and may add emphasis, but do not
convey clear meaning. They are used in this work to make the characters appear
more alive. Deictic gestures [45] are used to create reference, such as by pointing.
Backchanneling, such as head nods and affirmative utterances, are used by the
listener to signal their agreement with the speaker [66]. Conversational turn
management in human dialog is largely nonverbal [66], motivating its use here.
3 Method
Fig. 2. Overview of the conditions, along with story names, example images, and story
text. Example image in row A shows the Question Gesture and example images in row
B show Nonverbal Turnover Gestures.
Narrator recounted the entire story (see Rows a and c of Fig. 2). The Narrator
refers to the story characters in third person, and all utterances and gestures
are produced by the Narrator. The story characters appear on the screen but do
not speak.
The first person, direct speech, versions of the stories are used in the Dis-
tributed condition, and thus the story telling is split between the onscreen
characters (Rows b and d of Fig. 2). The Narrator only produces the utterances
that describe actions. Utterances that provide content for character speech and
thought are converted to first person direct speech and spoken by the character
to whom the speech or thought is attributed, e.g. What a beautiful bird I see!
Nobody is as beautiful ... in Row b of Fig. 2.
While all stories employed character blinks, idle breathing motions, and
minor head/arm beat gestures, the Complex Gesture condition included three
different types of gestures not present in the Simple Gesture condition: ques-
134 H. J. Smith et al.
tion prompt gestures, deictic gestures, and nonverbal turnover gestures. Question
prompt gestures (see example image of Fig. 2-a) were performed by the Narra-
tor while she verbally prompted the participants for questions about the story
(“Now tell me, do you have any questions about the story?”); in the Simple
Gesture condition, the Narrator only verbally prompted the participants. In the
Narrator Only, Complex Gesture condition, the Narrator used two deictic
gestures, pointing towards the Fox, while verbally referring to him. The form
of this gesture was identical to the nonverbal turnover gesture demonstrated by
the Narrator in Fig. 2-b.
In the Distributed, Complex Gesture condition, characters performed
conversational turnover gestures after they finished speaking, visually indicating
which character would speak next (see example images in Fig. 2-b). In all stories
there was a pause of 1.2 s between when one character stopped speaking and the
next character began. When present, the conversational turnover gestures began
as the character finished talking and took 0.75 s, leaving 0.5 s before the next
character began to speak.
Stories were presented using a custom-built Unity application. The charac-
ters, story text, and gestures were provided as input to the system. AWS Polly
Text-to-Speech was used to obtain speech audio and the viseme information
necessary to drive character lip syncing behavior. At the end of each story, the
Narrator would prompt the participant for questions about the story. During
this period, the researcher used an external keyboard to control the Narrator in
a Wizard of Oz fashion, triggering verbal and nonverbal backchanneling behav-
iors. After the child was finished asking questions, the researcher initiated the
next story.
Procedure. Stimuli were shown on a Dell Precision laptop with 17 in. screen
in a partially secluded classroom corner. Despite this separation, other students
would sometimes distract the participant with their presence, actions, and noises.
This environment therefore contained the same types of distractions that a child
would experience while reading or working in school.
Upon starting the experiment, each participant watched an introductory seg-
ment in which the Narrator introduced herself, explained that she would be
telling stories, and invited the participant to ask questions at the end of each
story. Then all four stories were shown sequentially. Order was randomized to
control for ordering effects. At the end of each story, the Narrator prompted the
participant to ask any questions they had about the story. The entire procedure
took, on average, 3.5 min. For an example screen recording showing the experi-
mental stimuli presented to participants, please visit the following link: https://
youtu.be/HEeQica-xHY.
Measures. Due to the in-classroom nature of our experiment, expensive, sensi-
tive eye-tracking hardware was avoided. Rather, two webcams were positioned
around the perimeter of the laptop screen to record the gaze behaviors of the par-
ticipant (see Fig. 1-Left) for post-hoc annotation. Simultaneously, Open Broad-
cast Studio was used to record the contents of the screen. Taken together, this
information was sufficient to determine when a participant was looking at the
Impact of Story Distribution and Gesture on Children’s Engagement 135
stimuli and at which character they were looking. See Fig. 1-Right for an example
of the resulting video. The webcams also captured the questions each participant
asked at the conclusion of each story.
Gaze Annotation. Two undergraduate annotators were hired to annotate gaze
behaviors and transcribe the utterances of each participant. Based on the synced
screen recording and dual webcam footage, annotators identified the partici-
pant’s area of focus throughout the duration of the experiment by labeling it
with one of four categories: Narrator, Fox, Crow, and Non-Task. Non-Task was
used when the participant was not looking at any of the characters on the screen.
The data from one participant was used to train the annotators; both anno-
tators, along with the lead researcher, collectively discussed and annotated the
gaze behavior. Next, data from six participants (21 min, 19% of the remaining
data) was independently annotated by each annotator. Inter-rater reliability was
very high (observed agreement was 97% and Cohen’s kappa was 0.93), so data
from the remaining 26 participants was split between the annotators.
4 Results
Table 1. Left: summary statistics on the amount of attention paid to each story as
a function of condition. Right: summary statistics on the amount of attention paid to
each story as a function of story order.
Condition Order
Narrator, Narrator, Distributed, Distributed, 1 2 3 4
Complex Simple Complex simple
Mean 78.6% 79.5% 91.7% 89.9% 91.4% 85.2% 82.6% 80.5%
Standard 19.3 21.8 8.0 7.9 10.8% 13.5% 18.6% 19.9%
deviation
Fig. 3. The percentage of time students gazed at the Narrator, Fox, or Crow (as
opposed to Non-Task ) as a function of story condition. Error bars indicate stan-
dard error of the mean. Results significant at padj < 0.05 denoted by asterisk, result
approaching significance at this level denoted by dot.
ID N Type Example
Q1 1 Comprehension What is a vine? (vocabulary)
Q2 12 Why, Why did the Fox try to get the grapes? (hungry)
Q3 Causal chain Why did the Fox get the cheese?
Q4 Why did she put rocks in the water? That sounds
gross.
Q5 5 Why, BackStory How did the Crow get the cheese?
Q6 Why was the Crow so thirsty?
Q7 5 What Next Is he going to get the water?
Q8 The Fox will eat the bird?
Q9 2 Why, storyline Why wouldn’t the Fox know that it was his reflection?
Q10 How is the Fox able to listen to the bird sing when a
bird can only chirp?
5 Conclusion
The greater visual attention children paid to stories presented in first-person by
story characters, in addition to the narrator, suggest that such distribution of
storytelling may be an effective approach for building engagement. Gaze analysis
also showed that children switched attention more quickly to story characters
than to the narrator. The use of intentional gestures presents a mixed picture.
It appears that gestures to the child are helpful in eliciting questions. Gestures
for conversational turn management appeared to hold children’s interest, rather
than directing them to the next character to speak.
Children did ask questions of the system some of the time and these were
frequently why questions. In future work we plan to elicit questions and ask
questions during the storytelling at particular story points, rather than simply
at the end of the story. We expect this to increase children’s engagement with
the story, and hopefully increase their narrative comprehension. We also wish to
study deixis in cases where it is non-redundant with the text.
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Dungeon on the Move: A Case Study
of a Procedurally Driven Narrative
Project in Progress
Maurice Suckling(&)
Late 2018 a small team was assembled at RPI, New York, to answer this question1:
How might we design a simple digital dungeon crawler utilizing a procedurally driven nar-
rative that offers some promise of innovation?
Why? Dungeon crawlers are staple fare for gamers with well-worn tropes. Lev-
eraging these tropes might offer opportunities in storytelling, perhaps beyond pastiche
or parody, and, through the procedurally driven element, into a narrative experience
that feels different to players. Rooting the research within such a familiar area for
gamers, would, it was felt, ensure the architecture of the narrative wasn’t being pushed
too far too fast, so that a great deal was implicitly being promised which the research
question ultimately could not deliver on. Procedurally driven stories offer a rich field of
learning - the development of them, their execution, and player reception of them is still
a relatively nascent field (Fig. 1).
2 Explanation of Terms
Dungeon Crawler: a game type where players control one or more characters with
whom they explore a dungeon, or series of dungeons, fighting monsters, perhaps
1
Maurice Suckling, Fanghong Dong, Rachel Mailhot, Kirsten Pilla, Samuel Gould, Yi Ning, Yizhe
Wu, Leonardo Price, and Yueqing Dai.
It isn’t essential for us to find solutions to all of these issues, or indeed any. But we
are looking for something innovative to come from our enquiry, perhaps from novel
combinations of design and narrative elements. In particular it’s the sense of some-
thing innovative that we’re pushing. Our game is still, at heart, an EXP trawl.
Acquiring EXP is how game progress is still marked. Yet this will be masked from
players and our intention is to misdirect them so they believe they are solving the
puzzle of the dungeon pathing, which they are not. We’re interested in learning if this
subterfuge is quickly identified, and, for the duration its ruse is maintained, what kind
of responses it provokes in players.
3 Development
This mage has now managed to take control of this dungeon and can soon be
expected to break out from it. The player, through their character Pita, is tasked with
entering the dungeon to confront the mage before their powers are fully restored, and to
re-imprison the mage.
Pita moves through a series of three linked dungeons, each with their own distinct
identity as an environment with a related set of monsters. Different monsters reward
players with different levels of EXP, and different kinds of rewards. Certain EXP
thresholds trigger crystal ball (CB) interactions with a quest-giver character and trigger
parts of a probability-built encounter story composed of four parts. Further EXP
thresholds unlock target rooms, giving access to a new sub-section of a dungeon. Each
dungeon culminates in a boss battle with the main antagonist. But the antagonist would
remain alive, even in defeat, through various narrative means.
The dungeon is presented as a kind of maze, and the designated ‘target rooms’ are
where the player is trying to direct Pita to. But a central design element we incorporated
(indeed central to the entire ludonarrative theme, carried within the game’s title) was of
the dungeon being not just a conventional challenge - with monsters - but to be a kind
of puzzle in its own right - presented as a kind of maze - but not actually a maze. It is
not a pathing puzzle. There are no environmental challenges to overcome. Instead the
dungeon is built - or appears to players to be built - through procedural generation, and
not only do rooms seem to appear as they progress, but rooms change (from a swamp,
to a grove, or cave to a desert, for example), and they may remain the same size but
become flooded. More than that they also disappear entirely, and players are forced to
navigate around them because even the room they are trying to get to doesn’t stay in the
same place - it moves - or at least appears to move - around the dungeon, as if aware it
is being chased.
Dungeon on the Move 147
References
1. Ryan, J.: UCSC, Curating Simulated Storyworlds, December 2018. https://escholarship.org/
uc/item/1340j5h2. Accessed 10 Sept 2019
2. Gygax, G.: Solo dungeon adventures. The Strategic Review, vol. 1, no. 1. Spring (1975).
https://annarchive.com/files/Strv101.pdf. Accessed 10 Sept 2019
Choose Your Permanent Adventure: Towards
a Framework for Irreversible Storygames
Abstract. The majority of interactive narrative games allow the player to save
their progress as the game unfolds. These save game options are either auto-
matically enforced or manual. However, there is an increasing trend for inter-
active narrative games to be ‘irreversible’. In such cases, this makes it difficult
for the player to load or access previous save games. As a result, the player’s
sense of agency changes within the game, as the stakes and consequences of
their story decisions are more difficult to reverse, and thus take on a feeling of
permanence. Through close readings of The Walking Dead: Season One,
Sorcery! and Undertale, this paper aims to provide an initial framework for
irreversible storygames by (i) defining the different types of irreversibility by
analyzing three games in which the form of irreversibility differs, and
(ii) exploring subjective factors of the user experience that may be impacted by
the different types of irreversibility.
1 Introduction
As players exert agency in interactive narrative games and progress in the story, almost
all games allow the player to save the game state for reloading or replay [1]. The option
to save and load games can be considered a form of rereading since the reader has the
option to re-experience the narrative and re-exert agency if they so choose.
However, recent trends in narrative games have seen the interval between save
points in games extend into longer and longer space and time frames. As past save
games and corresponding past story decisions become more difficult to access and
change, the games become more “irreversible”. This has a potential impact on agency,
which Murray defines as “the satisfying power to take meaningful action and see the
results of our decisions and choices” [2]. If the player finds it difficult, or even
impossible, to change past choices, how does the player’s perception of their choices
change? Does the consideration of their choices change if they realize their decisions
have permanent consequences? In this paper, we begin the process of classifying the
types of irreversible narratives, and propose a preliminary framework for this classi-
fication, focusing specifically on single-player “storygames” [3].
2 Related Work
3 Research Question
Loading a save game file in storygames is akin to rereading, as the player re-
experiences the narrative. Research has been conducted on reader motivation and
satisfaction in re-experiencing traditional text and interactive narratives, as well as the
role of save games in the player experience. “Rewinding” has also been researched as a
narrative mechanic within a storygame. However, what the player experiences by not
having the option to go back, as well as what would constitute such an “irreversible”
storygame, has not been studied. What factors would a storygame designer need to
implement to make the player see the game as “irreversible? The objective of this paper
is to develop a preliminary framework to characterize what constitutes an “irreversible”
storygame.
150 K. Tan and A. Mitchell
4 Methodology
Bizzocchi and Tanenbaum’s close reading approach [13] was used to analyze a set of
games, namely: The Walking Dead: Season One [14], Sorcery! [15] and Undertale
[16]. Close reading is a technique adapted from the humanities, one that provides for
rich insights into a particular play experience. It involves the construction of analytical
lenses, the performance of an imagined naïve player and the construction of perfor-
mative player stereotypes. The approach does not, and we do not, attempt to claim that
insights gained from close readings are immediately or directly generalizable. This
paper is a preliminary attempt to establish a framework for irreversible storygames.
The games analyzed in this paper were selected as they each address a different
aspect of irreversibility. The Walking Dead was chosen as it autosaves your progress
and tries to simulate an interactive “TV series” experience. The Sorcery! Series was
chosen as the game initially allows you to backtrack through your save checkpoints via
a timeline, and gives the player the option to load his game all the way to the beginning
of the current part or chapter of the series. This is possible until a crucial point in the
story - the entrance to the fortress of Mampang in Sorcery! Part 4: The Crown of Kings
[17]. Undertale was chosen because the game remembers every decision you made,
and reminds you of your past story decisions even when you start a new playthrough.
The close readings were conducted by the first author, and are presented in the first
person to reflect this. Tanenbaum proposed the notion of using “analytical lens” to
create ‘constrained close readings’ for storygames [18]. The “analytical lens” used in
this research would be in the field of ‘irreversibility’ – we define this as “a factor which
discourages or prevents the player from loading a previous save game.” Each play-
through was played until the point whereby the researcher found it “exceedingly dif-
ficult or frustrating” to access a previous save game. Despite this, the researcher
attempted to access a previous save game and conduct at least one more playthrough.
Questions focused on include: Do I want to access my previous save game or conduct
another playthrough, despite my frustration in doing so? Why or why not? What are my
experiences, emotions and attitude toward the game on the second playthrough with
regards to the game choices I am making, in particular, regarding with my ability to
influence what I perceive as diegetic choices? Are my choices meaningful? Is the story
I am creating significant to me, or is it the game designer’s story?
In the following sections, we discuss the results of these close readings.
In Undertale there are two main ways that the game creates a sense of irreversibility:
restricting the player to only a single, manual save game, and limiting the player’s
access to the save state. Both of these limit the player’s ability to “go back” in the
game.
Undertale only allows one save game at any point of time in the game, i.e. there are
no multiple save games, and you can only play one character. There are checkpoints
scattered throughout the game at regular intervals which give you the option to save
your game. The player is only able to manually save the game at these checkpoints.
Choose Your Permanent Adventure 151
By following a “one save game” rule, the game does not allow you to revisit story
decisions made before your last checkpoint save. This made me feel very cautious in
actually saving the game when I came to a checkpoint. Once the game was saved, there
was no option of reloading a previously played checkpoint, making it feel irreversible.
For example, in an encounter with Papyrus, a skeleton NPC who is determined to
capture you in order to achieve his dream of joining the Underworld’s Royal Guard, I
spared Papyrus’ life and chose the option of “Let’s be friends.” I wanted to know what
would happen had I chosen the other option, which was “What a loser”. Unfortunately,
I had saved at the checkpoint shortly after, effectively making my choice permanent.
Undertale’s irreversibility is aligned thematically with the metagame plot. When I
try to reset Undertale at the title screen, the game states that “A name has already been
chosen”, and forces me to play the game with the name I chose in the previous
playthrough. This was frustrating because I felt that the right I had to change my
character’s name, which is common when restarting RPG games, was being taken
away from me.
In addition, when dying and then loading the save game in a fight with Asgore, the
king of the Underworld, I realized the PC (player character) was aware he was being
“resurrected”, as he tells Asgore he had been killed before. The number of times killed
is also stated in the dialogue, and Asgore displays a vague memory of having killing
the PC. Events appear to be irreversible and persist even after loading the save game.
The dialogue is different when conducting a second playthrough, with the NPC
(non-player character) Flowey implying that you already know him. The other NPCs
such as Toriel also indicate they vaguely remember you. At this point, I wondered
whether Flowey’s threats (that the game between me and him would never end) were
indeed true, and if I had taken a “non-peaceful” route in the game, would events be
different? Researching online, I found that the game not only remembers your story
choices, it also remembers whether you have killed certain NPCs or monsters. The
game would then remind you of these choices in the next restart. Indeed, on such a
restart Flowey said that “I know what you did” and that “you went back, because you
regretted it.”
While playing the game a second time and experiencing variations in dialogue with
the NPCs such as Toriel, I felt all my decisions from the first playthrough were
irreversible and the second playthrough’s events and dialogues were changed based on
the first playthrough’s decisions. I wondered how I could get a “truly fresh start”, and
went online to research this. Other players complained they could not have a truly fresh
restart even after re-installing the game, and had to wipe out all trace of Undertale from
their registry or restart the game on a new computer [19]. I accepted that short of re-
installing the game on another computer, my decisions were truly permanent, that I had
only “one playthrough”, and there was never a “true reset” available despite the fact
that I could restart the game (albeit with the same character name). It was frustrating
that I probably would never be able to re-experience the game “for the first time” again.
152 K. Tan and A. Mitchell
Throughout most of the Sorcery! series, the game provides the ability to freely rewind
to any previous checkpoint. However, the effort required to “go back” and replay from
a much earlier checkpoint can create a sense of irreversibility. This sense of irre-
versibility becomes even stronger towards the start of Part 4, when beyond a certain
point the ability to return to any subsequent checkpoints is removed.
Sorcery! allows only a single save game and one character or profile to be played at
a time. As a result, the possibility of exploring the story space is restricted. The series
uses a “rewinding checkpoint” mechanic which saves past checkpoints you have
encountered in your journey, and allows you to load any point in the past in that
particular chapter. Checkpoints are not far apart and it is easy to access recent and past
events.
While I was able to freely rewind and “load” the game to any point in the past, even
upon an unsatisfactory result in battle, the game created significant obstacles to
changing story choices if there were significant benefits to be reaped. For example, in
Sorcery! Part 2 I discovered no matter what option I chose via rewinding, I was unable
to obtain the patronage of the God of grace, Courga. Courga claimed the reason was
because I had killed an innocent. I then recalled killing a temple guard six real-time
hours ago. I did not think of this event as important at the time, as I wanted to get on
with the story and the game did not highlight this as an important event. In fact, my
past murderous action had elicited a very nondescript, matter-of-fact text description,
so I progressed with the story, ignorant that this action would have disastrous conse-
quences later. I had no wish to backtrack six hours of my time to change my choice of
deity. In this respect, the game became “irreversible” because I did not want to spend
the time and effort involved in “loading” a save game that was too far back in the
timeline and then replaying the intervening events. I progressed into Part 3 worship-
ping the evil deity Slangg. Until the end of the series in Part 4, there was no oppor-
tunity to obtain Courga’s patronage. Even though the game did not mechanically
prevent me changing my previous actions, the time and effort involved effectively made
that earlier decision irreversible.
After playing about 10% of Sorcery! Part 4, the game declares, “You have entered
the Citadel of Mampang. Here no decision can be rewound.” From this point, the
option to rewind is removed. The stakes are high, for the game has many choice paths
which result in death, many of which are random, unpredictable and sudden, and will
take you back to the entrance of Mampang. For example, towards the end of the game
you are imprisoned in a cell with a tiny elf-like creature. You have three options, one of
which is to throw the creature through an air grate, which would kill it. If you are
“moral” and do not take that option, you starve to death. The game has many such
situations where there is no way of knowing which choice will result in death. This
annoyed me, since I would likely be forced to restart outside Mampang after hours of
gameplay. While I was frustrated upon dying due to “randomness” and I felt that my
moral choices did not matter, I also appreciated how the game made me feel frustrated
if I made a wrong move and took my actions for granted. This made my choices feel
more significant.
Choose Your Permanent Adventure 153
In The Walking Dead, the use of automatic checkpoint saving, time-limited choices,
and a fast pace draw the player into the story and discourage any consideration of
rewinding. In addition, chapter-based saving and limited save points impacted replay.
The game automatically saves at various checkpoints. When this happens, an
asterisk-like indicator appears in the top right-hand corner. This is a common mech-
anism in console games. In addition, many of the story choices are time-based, with
only a limited amount of time given to make a choice. The game also reminds you
when you have made “significant” choices, telling you the characters you interact with
remember your actions. As I was playing the game, I felt I was almost watching a
dramatic TV episode unfolding in real time, particularly when I had to react or make
decisions quickly.
The first time I played the first episode, I completed it in one sitting. When I did
regret a decision, the TV drama-like pacing moved forward quickly enough for me to
discard any thought of going back to change any decision. For example, in Episode 1, I
chose to save Kenny’s child, Duck, from the zombies instead of Shawn who had helped
me earlier. I had no time to reflect on this decision. This time-sensitive decision was
followed by a few other time-sensitive choices. After the intensity of the moment was
over, I went along with the quickly moving story and did not think of rewinding.
There are five episodes in Season One. In each episode, which takes approximately
2 h to play, there are checkpoints which constitute chapters in the story. Loading to the
start of the chapter is the main way to “rewind” to a past save game and replay past
story decisions. During gameplay you can exit the game at any point. The game will
remind you that any progress since the last autosave will be lost. There are also three
save slots in The Walking Dead, and an existing game can be copied onto another slot.
When you do so, you copy all progress and story decisions. Each slot can be used for a
different story playthrough or to experiment with a different story choice for the same
character profile. When I was playing the game, I found myself using the save slots to
save alternate story choices and journeys, but the limitation of only three save slots
compared to storygames like Elder Scrolls V: Skyrim [20], which can hold thousands of
saves [21], limited exploration of alternate story possibilities.
One of the key choices the player faces regarding whether to “load” the game
comes at the end of Episode 4, when the game reveals how many of the survivors came
with you and compares it to other online players. Everybody came with me at the end
of my first playthrough and I did not want to change that decision. I felt this was the
closest to a “score” that the game had, since if Lee was a good leader, he would have
convinced as many survivors as possible to come with him. Had I failed to convince all
four survivors to come with me I would rewind and replay until I had a “perfect” score.
Based on the above close readings, we propose a preliminary framework of factors that
affect irreversibility: save game design, game mechanics, and significance to the player.
154 K. Tan and A. Mitchell
1. Save Game Design: This category involves how, when, and the frequency with
which games are saved, which can impact the player’s ability to reverse their
choices or replay portions of a storygame.
a. Chapter: The separation of the game into “chapters” is more relevant in more
linear storygames such as The Walking Dead. A chapter end is established when
the player is prevented from traversing backwards to previously visited envi-
ronments or sections of the game. By increasing the time taken to complete a
chapter and simultaneously preventing manual saves, the game designer makes
it more difficult for the player to arbitrarily access a previous chapter in order to
change his or her story decisions.
b. Autosave: By implementing an autosave function and removing or restricting the
“load saved game” option, a persistent world somewhat like a massively mul-
tiplayer online game is emulated. A sense of an irreversible, continuous narra-
tive is established by frequent autosaves, particularly if combined with one save
slot.
c. Limiting player access to save state: Having to change the computer’s registry
to restart a game is considered an extreme type of irreversibility, as most players
do not have the technical knowledge to safely remove the game’s registry entry
from their system. The player might even be forced to start the game on a new
system.
d. Checkpoint/marker granularity: The further apart the save game checkpoints are
located spatially on the game map, the more time and effort it would take for the
player to replay previous decisions.
e. Save slots: A single save game creates one “bookmark” and a single timeline
pertaining to past choices and events. Fewer save slots restrict the player’s
ability to experience story variation by restricting the ease of accessing past
options.
2. Game Mechanics: This category involves ways the design of the gameplay can
impact the player’s sense of irreversibility.
a. Pace: A quick story pace would discourage the player from accessing a save
game, particularly if they are experiencing a flowing, continuous story without
much time to reflect upon story decisions. This discourages the player from
wanting to access a save game until there is a lull in the game.
3. Significance to player: This refers to factors impacting the player’s experience of
irreversibility through manipulation of the save game design or game mechanics.
a. Obstacle difficulty: If the player thinks there is a low probability of success in
overcoming a particularly difficult test of skill or luck, they could be deterred
from loading a save game to explore an alternate story path after overcoming
said obstacle. When combined with other factors such as checkpoints which are
far apart, this can also deter the player from loading saves to explore alternate
paths.
b. Character/story crafting: In making story choices, the player may choose an
option which they identify with personally. The player would not want to
change the story decisions he or she made with his character thus far, and this
would deter him or her from loading a previous save game, making the game
more irreversible. However, this can go either way. If the outcome is
Choose Your Permanent Adventure 155
unsatisfactory, the player may invest time to load an earlier save game to stay
true to “their story”. In extreme circumstances, a player committed to crafting a
particular character or plot may restart the game to obtain a particular outcome.
They could also be motivated to load an earlier save game in an attempt to
obtain a more favorable story ending.
c. Time: Significant cost of time to the player to change story decisions or to
explore alternate story choices is a deterrent to reloading the game.
d. Finances: In extreme cases, it could even be possible that the player would have
to invest money to, for example, pay someone to reset the computer’s registry,
or buy a new system or new copy of the game to have a fresh restart of the game.
e. Emotions: In The Walking Dead, some events can also be emotionally disturbing
or frustrating. Such a situation may be too gruesome for players to re-
experience, and they would avoid accessing the previous save game leading to
that event.
9 Discussion
These games make it frustrating or difficult for players to access a past save game or
restart the game. Murray argues that players enjoy repeating an interactive story from
different perspectives [2, 8, 9, 22]. It is worth considering why, then, a player might
enjoy these irreversible games since they deliberately restrict replay, and even prevent
players from “rereading” and exploring alternate story possibilities? Spielberg claims
that “Audiences don’t want to be in control of a story. They want to be lost in your
story. They come to hear you be the storyteller, but in gaming it’s going to have a bit of
both, a little bit of give and take” [23]. In contrast, Aarseth [24] believes the player
desires control and choice, what he refers to as intervention. Aarseth postulates that the
player “struggle[s] not merely for interpretative insight but also for narrative control: ‘I
want this text to tell my story; the story that could not be without me.” While
exploration may be pleasurable, the satisfaction of having created a story unique to the
player can also be pleasurable, particularly when the player knows the story cannot be
easily duplicated or experienced by another player.
Mateas discusses agency and its relationship to rereading, arguing that “On sub-
sequent replays of the world, the player and the observer become the same person. The
total interactive experience consists of both first-person engagement within the dra-
matic world and third-person reflection across multiple experiences in the world” [25].
Is this “total interactive experience” essential to fully appreciate storygames? If so, can
irreversible games provide a more meaningful balance of first-person engagement and
third-person reflection, since the number of “subsequent replays” can be restricted?
Agency is an important topic in the study and design of interactive stories. There are
many questions to be explored here, including assessing how we can position irre-
versible stories in relation to agency: as unique and personal story experiences as
described by Aarseth, but also as giving latitude to the player to explore variation as
suggested by Murray. These questions are worth exploring, building on the foundation
provided by our preliminary, proposed framework for irreversible storygames.
156 K. Tan and A. Mitchell
10 Conclusion
Acknowledgments. This research is funded in part under the Singapore Ministry of Education
Academic Research Fund Tier 1 grant FY2018-FRC2-003, “Understanding Repeat Engagement
with Dynamically Changing Computational Media”.
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person: New Media as Story, Performance, and Game, pp. 2–11. The MIT Press (2004)
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Choose Your Permanent Adventure 157
1 Introduction
If someone were to ask you to explain the piracy crisis off the coast of Somalia, would
you be able to? At first, the situation might seem pretty clear. A failing state unable to
enforce common law, little opportunities to make a living and a major international
shipping route in plain sight of desperate people. All of these factors may serve as
triggers for piracy. Yet, is this really the full picture? One aspect you might probably
struggle with is how to account for the different perspectives of all the parties involved
(e.g., the hijackers vs. the hijacked vs. the negotiators). It seems quite impossible to
explore all these perspectives to the full extent in one comprehensive traditional nar-
rative form such as a documentary or a newspaper article.
2 Related Work
Interactive digital narratives have emerged as promising means for providing new ways
to communicate with and engage us, in fields such as journalism, education and
entertainment. IDN has the potential to represent complex topics and make them more
easily understandable [2, 4–6]. However, up until today, no framework exists that is
designed to empirically evaluate the understanding of complex topics through inter-
active digital narratives. The work presented here is a contribution towards the
development of such a framework. The most closely related works so far are discussed
here.
An early study by Vorderer, Knobloch and Schramm [7] indicated that interactive
narratives might be more enjoyable for individuals with higher cognitive capacity. In
this experiment, participants were randomly assigned to one of three groups differing in
how much a participant could affect the narrative progression (high level of interac-
tivity, low level of interactivity, and no interactivity) of a 30-minute TV program. It
was found that individuals with less cognitive capacity rated the program more posi-
tively when they watched it without any interactivity whereas individuals with greater
cognitive capacity felt more entertained when they were able to influence the plot of the
TV program. Vorderer et al. suggested that providing users with the ability to interact
with a narrative supported involvement and empathy towards characters. However,
these benefits only applied to users with a high cognitive capacity.
A study conducted by Steinemann et al. [8] compared participant behavior after
experiencing one of six versions of a story set in Darfur, each version having either
interactive conditions (interactive text and game) or non-interactive conditions (non-
interactive text and video). Participants were later asked to consider making a financial
donation to aid Darfur refugees. Responses revealed that participants who had expe-
rienced the story through interactive conditions were willing to donate higher amounts
1
https://lasthijack.submarinechannel.com.
160 R. van Enschot et al.
(12%) than those who had experienced the story through non-interactive conditions.
The different presentation modes had no impact on the percentage donated. However,
in a follow-up study, Steinemann et al. [9] examined donating behavior comparing an
interactive CYOA text about a single mom with three children becoming homeless
versus a linear counterpart. In this study, interactivity did not affect the percentage
donated as opposed to in their previous study.
Furthermore, in a study by Parrott, Dillman Carpentier and Northup [10], audience
members adopted the perspective of an immigrant illegally entering the United States
from Mexico by either being exposed to an interactive narrative or a different tradi-
tional narrative (in which participants adopted the perspective of an American athlete
navigating the rules of the National Collegiate Athletic Association). It was found that
participants experiencing the interactive narrative had more positive affect towards
Mexicans in the U.S than participants who experienced the traditional narrative. So,
putting audiences in the same position as members of a marginalized group and having
them make choices as if they were walking in their shoes increased positive affect.
Parrott et al. concluded that interactive narratives have great potential to help reduce
prejudice towards marginalized social groups.
Moreover, van t’ Riet, Meeuwes, van der Voorden and Jansz [11] (study 3)
compared a narrative-focused video game with a recorded version of the gameplay (the
‘non-interactive narrative’) on the dimensions of immersion, identification, and will-
ingness to help. In this game, players were faced with the challenges of arriving in a
safe country after having fled from a country at war. It was found that the persuasive
game did not provide a stronger sense of immersion and identification and did not
increase willingness to help. However, participants did feel an increased sense of
embodied presence in contrast to participants who were shown the recorded video.
The above-mentioned studies can be applauded for the promising steps they have
taken towards empirical research on the potential of IDN. More research is needed to
focus on the specific potential of IDN to increase the understanding of complex topics.
In addition, it can be argued that some of the described studies lacked comparable
control conditions. We address these issues in the current study, by creating different
versions of one and the same interactive documentary and by focusing on the effects of
IDN on understanding the complex topic of Somalian piracy.
For our study we use the online interactive documentary Last Hijack Interactive (2014)
created by interactive director Mirka Duijn and directed by Femke Wolting and
Tommy Pallotta. Our aim is to address the following research question:
RQ: To what extent do agency and perspectives in an interactive narrative influence
understanding of a complex situation?
Interactive digital narratives provide individuals with agency [1, 3] being defined as
“the satisfying power to take meaningful action and see the result of your decisions and
choices” [6], something that traditional narratives cannot offer. In interactive narratives,
readers become interactors who have the ability to influence the course of the narrative
The Potential of Interactive Digital Narratives 161
4 Method
4.1 Design
An experimental 3 2 factorial design was used to test the hypotheses. The inde-
pendent variables were (a) Agency and (b) Perspectives. The independent variable
Agency originally included three levels: Extended Agency, Limited Agency, and No
Agency. The independent variable Perspectives included three levels: Multiple Per-
spectives, the Captain’s Single Perspective and the Hijacker’s Single Perspective.
162 R. van Enschot et al.
4.2 Participants
This research focused on Dutch-speaking participants in order to keep cultural influ-
ences constant. The participants were recruited via both convenience sampling and the
Human Subject Pool of the Department of Communication and Cognition and
Department of Cognitive Science and Artificial Intelligence at Tilburg University. This
resulted in a sample of bachelor, premaster and master students. Participants from the
Human Subject Pool were compensated with one credit. The sample consisted of 96
participants, 45 males and 51 females with a mean age of 21 years.
4.3 Materials
In this experiment, the interactive documentary Last Hijack Interactive (2014) was
used, focusing on the complex situation of Somalian piracy. One of the initial reasons
to select this particular interactive documentary was the presence of a non-interactive
version of this documentary. Both variants offer a similar narrative about piracy in
Somalia, and introduce the same characters. However, we found that the two differ
from each other in more aspects than just the presence or lack of interactivity, e.g., the
storyline (the hijack of a ship versus a pirate’s life) and the amount and kind of offered
perspectives (seven different perspectives versus just the pirate’s perspective). There-
fore, a direct comparison was deemed not appropriate for our experimental study.
Consequently, we decided to use the interactive documentary as a starting point, and
leave the existing non-interactive documentary aside in the experiment.
Last Hijack Interactive is a web-based interactive documentary that is freely
available and can be experienced from the documentary’s website in three languages:
German, English, and Dutch. The Dutch version was used for the experiment. The
interactive documentary focused on the piracy industry in Somalia, and specifically the
hijacking of a Western ship in the Arabian Sea that occurred in real life in 2008. The
online interface allowed users to view this hijack event from seven different perspec-
tives: a pirate, a captain, an ex-pirate, the captain’s wife, a Somali journalist, a Somali
lawyer, and a British security expert.
For the experiment, we created five different versions of the interactive docu-
mentary, differing in Agency (Extended, Limited, None) and Perspectives (Multiple
versus Single Captain versus Single Hijacker). In Table 1, an overview of the different
versions can be found. Participants in the Extended Agency condition (A) were
instructed to “try to reach the end of the timeline of the interactive documentary twice
4.4 Instrumentation
First, we decided to split the dependent variable Understanding of Complex Situation
into Perceived Understanding and Observed Understanding. For Perceived Under-
standing, seven statements (6-point scale) were used, partially adopted from Busselle
and Bilandzic’ Narrative Engagement Scale [19]:
1. At points, I had a hard time making sense of what was going on in the documentary.*
2. My understanding of how the characters in this story ended up in this situation is
clear.
3. I had a hard time recognizing the thread of the story.*
4. After having watched the documentary, my understanding of the different sides to
the problem of piracy in Somalia has grown.
5. After having watched the documentary, I am capable of explaining the situation of
piracy in Somalia to a friend.
6. After having watched the documentary, I have an understanding of the complexity
of the situation.
7. After having watched the documentary, I see that there are different sides to the
piracy situation in Somalia.
For Observed Understanding, a small knowledge test was presented including three
multiple choice questions and one open question regarding the Somali piracy situation
in general.
How did piracy develop in Somalia?
(a) The Somali government has ordered the protection of the Arabian Sea against
foreign ships.
(b) Somali fishermen were no longer able to earn money due to illegal fishing from
foreign ships, which made them run into financial problems.
(c) The trade agreements between Somalia and the European Union were canceled in
2007, creating an economic crisis in Somalia.
(d) Piracy is a consequence of the unemployment that arose after the decolonization
in the years following the Cold War.
Why do so many young Somali adult men decide to become pirates?
(a) Because they are forced by their family.
(b) Because the Somali government rewards piracy.
164 R. van Enschot et al.
4.5 Procedure
Prior to the start of the experiment, participants signed a document of informed con-
sent. Participants were randomly assigned to one of the five conditions. Depending on
each condition, participants were instructed on how they were going to engage with the
documentary. In the No Agency conditions, participants were instructed that they were
going to watch a documentary. All participants were told that the aim was “to get a
better understanding of the character perspective(s) and the situation of piracy in
Somalia as a whole”. In conditions A and B, screen recordings of the participants’
interaction with the interface were made to investigate how many walkthroughs they
had completed and which character perspectives were experienced. After experiencing
the material, participants filled out a questionnaire. Furthermore, participants in the
Agency conditions answered various questions about their interaction experience. The
total duration of the experiment was approximately 50 min. Afterwards, participants
were thanked for their time and effort and any remaining questions were answered via a
short debriefing.
other perspectives as well, similar to the Extended Agency group. Reassigning these
participants from the Low Agency to the Extended Agency group lead to such a small
sample size in the Limited Agency group (N = 9) that it was decided to merge
Extended and Limited Agency in the analysis.
To compute the scores for Observed Understanding, points were given for correct
answers to the three multiple-choice questions (maximum 3 points in total) and
maximum 2 points were given for a fully correct answer to the open question (the
participant acknowledges that Somali piracy is an ongoing cycle with multiple agents),
leading to a maximum of 5 points for Observed Understanding.
5 Results
5.1 Agency
A multivariate ANOVA was used to test for differences between Agency (AB) and No
Agency (C) on the DV’s. We hypothesized that having the agency to influence a
narrative provides a higher degree of understanding of a complex situation than having
no agency to influence a narrative (H1). On average, Perceived Understanding was
indeed higher for participants who had the agency to influence a narrative (M = 4.55,
SD = 0.46) than for participants who had no agency to influence a narrative (M = 4.38,
SD = 0.89) but this difference was not significant (F < 1). On average, Observed
Understanding was higher for Agency (M = 3.48, SD = 0.81) than for No Agency
(M = 3.25, SD = 0.80), but this difference was not significant as well (F < 1).
As for the other variables, the only significant difference was found for Character
Believability (F(1) = 4.86, p = .03, η2 = .095), in that Character Believability was
higher in the No Agency condition (M = 4.58, SD = 0.58) than in the Agency con-
ditions (M = 4.20, SD = 0.56). A marginally significant difference was found for
Perceived Similarity to the Captain F(1) = 3.17, p = .082, η2 = .064): the participants
who had agency perceived themselves as more similar to the captain (M = 4.06,
SD = 1.19) than the participants who did not have agency (M = 3.38, SD = 1.39). No
other differences were found (p’s > .10).
5.2 Perspectives
Again, a multivariate ANOVA was used, to test for differences between Multiple
Perspectives (C) and a Single Perspective (D: captain and E: hijacker separately), with
Bonferroni for pairwise comparisons. We hypothesized that having access to multiple
perspectives in a narrative provides a higher degree of understanding of a complex
situation than having access to a single perspective. Perspectives did have an effect on
Perceived Understanding (F(2) = 7.58, p = .001, η2 = .252) as well as on Observed
Understanding (marginally significant: F(2) = 3.21, p = .050, η2 = .125). Perceived
Understanding was lower when people only saw the hijacker’s perspective (M = 3.70,
SD = 0.79) in comparison to experiencing multiple perspectives (M = 4.38, SD =
0.89, p = .049) or the captain’s perspective (M = 4.75, SD = 0.60, p = .001). How-
ever, no difference in Perceived Understanding was found between multiple
166 R. van Enschot et al.
perspectives and just the captain’s perspective (p = .56). As for Observed Under-
standing, although the scores were higher for multiple perspectives (M = 3.25, SD =
0.80) than for both single perspective versions (captain: M = 2.66, SD = 0.75;
hijacker: M = 2.59, SD = 0.88), just a marginally significant difference was found
between multiple perspectives and the hijacker’s single perspective (p = .08). No
difference was found between multiple perspectives and the captain’s single perspec-
tive (p = .13) and between the captain’s single perspective and the hijacker’s single
perspective (p = 1.00).
As for the other variables, Perspectives had an effect on Eudaimonic Appraisal
(marginally significant: F(2) = 2.80, p = .07, η2 = .111; no pairwise differences),
Character Believability (F(2) = 3.42, p = .04, η2 = .132), Enjoyment (F(2) = 4.64,
p = .015, η2 = .171), Curiosity (F(2) = 6.15, p = .004, η2 = .215), Suspense (F
(2) = 11.84, p < .001, η2 = .345) but not on Affect (F < 1). Character Believability
was higher for multiple perspectives (M = 4.58, SD = 0.58) than for the hijacker’s
single perspective (M = 4.00, SD = 0.70; p = .036). Enjoyment was higher for the
captain’s single perspective (M = 4.73, SD = 0.95) than for the hijacker’s single
perspective (M = 3.67, SD = 1.00; p = .012). Curiosity was also higher for the cap-
tain’s single perspective (M = 5.31, SD = 0.48) than for the hijacker’s single per-
spective (M = 4.25, SD = 1.21; p = .003). Suspense was highest for the captain’s
single perspective (M = 4.44, SD = 0.48) as compared to the multiple perspectives
(M = 3.69, SD = 0.54; p = .014) and the hijacker’s single perspective (M = 3.22,
SD = 1.00; p < .001). No other pairwise differences were found (p > .10) (Table 2).
A further qualitative analysis of the listed characteristics of the captain and the
hijacker showed that the hijacker was characterized as someone who focuses on
materialistic and short-term goals like “money”, “cars” and “women” understood as
The Potential of Interactive Digital Narratives 167
items to gain through piracy. In addition, he is described as a “jerk” who “doesn’t show
remorse”. In contrast, the captain was described as “empathetic”, someone who “is able
to see the bigger picture”, who “can reflect on why this has happened to him” and who
“changes his view on piracy”.
In this study, we took a first step to investigate whether and how the understanding of a
complex situation might benefit from having agency and being exposed to multiple
perspectives in an interactive narrative. We compared interactive and non-interactive
versions of the same material, in our case the award-winning interactive documentary
Last Hijack Interactive, on the topic of Somalian piracy.
In our study, agency lead to a higher degree of understanding, but this difference
was not statistically significant, rejecting H1. Enabling users to construct a represen-
tation of the given information themselves did not foster a significantly better under-
standing of the complex situation than just presenting them a linear version of the
documentary. Kirschner and colleagues [21, 22] provide a possible explanation for this
result. Kirschner et al. state – in line with Cognitive Load Theory [23] – that giving
novices an overly demanding learning task can overload working memory and hamper
learning. Interactors in this experiment may have been novices with regard to IDN,
especially interactive documentaries. They may not have known how to fully exploit
the potential of this form and thus may even have gotten confused and lost track
midway through the experience. This assumption is supported by screen-recording data
that showed how some participants in the extended agency group did not watch any
chapters of the main characters. Users could have felt overwhelmed by the choices of
the interactive documentary negatively impacting their understanding of the topic. In
follow-up research, we would therefore include the interactor’s savviness with inter-
active forms as an important parameter. Participants who are experienced with IDNs or
other interactive forms such as video games may exploit the potential of these works
more fully than novices.
Furthermore, we originally made a distinction between extended and limited
agency, which differed in the amount of guidance we offered on how to address the
interactive documentary: no guidance versus minimal guidance (“focus on the per-
spectives of the captain and the hijacker”). However, due to small participant numbers
in the Limited Agency group, we had to merge these two groups. More data needs to be
collected to be able to investigate the differential effects of extended versus limited
versus no agency, again related to the user’s savviness with interactive digital narra-
tives. This would also enable us to relate the findings to the other variables of our
evaluation framework (e.g., enjoyment but also behavioral measures based on the
screen-recording data).
With regard to the perspectives that the participants were exposed to, H2 was only
partially supported. The multiple perspectives version did score higher on under-
standing than the version with just the hijacker’s perspective but scored equally high as
the version with just the captain’s single perspective. The captain’s single perspective
version was also rated more enjoyable and created more curiosity and suspense for the
168 R. van Enschot et al.
participants than the hijacker’s single perspective version. Our qualitative analysis
revealed that the hijacker’s storyline remained underdeveloped in the documentary,
possibly explaining the absent effect. The opportunity to elucidate the hijacker’s dif-
ficult situation and create a better understanding of his situation and motives wasn’t
taken advantage of enough in the work. The hijacker remained a flat character
throughout the different versions of the documentary, being described by the partici-
pants as a “jerk” motivated by the lure of money and women – understood essentially
as a good that can be acquired.
This finding demonstrates the importance of having fully developed building
blocks in place (c.f. [24, 25]), in this case rich characters who are able to demonstrate
the complexity of a situation. Further studies on other IDN with well-developed
characters are much needed to better understand the potential effect of comprehending
complex situations through exposure to differing perspectives [17, 18, 26].
With the rising number of available channels to provide us with all sorts of
information and the growing speed of how this information reaches us, information
overload has become almost inevitable. The unique affordances of the digital medium
(e.g., agency) enable the creation of interactive narratives which are capable of rep-
resenting our complex reality in great detail within a single work. This study is an
encouragement to further investigate how these affordances can be used to our society’s
advantage.
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Theoretical Foundations
Leveraging Machinima to Characterize
Comprehension of Character Motivation
1 Introduction
One important aspect of visual narrative is character development. Understand-
ing the deliberations that a character undergoes when deciding between com-
peting goals or courses of action is one key aspect of the insight viewers gain on
a character’s personality and growth. Conveying the mental processes involved
in those deliberations is key to portraying character personality to a narrative
consumer. In written narratives this can be done through the use of an internal
monologue or by a narrator explicitly describing a character’s internal thought
processes. In film, storytellers typically use internal shots, close ups of characters,
to signal to the viewer that characters are thinking. Cinematographers use spe-
cific shots, usually cut-away shots – shots that briefly cut to some other content
and cut back to the previous context – to indicate what it is that the character
is thinking about. Cut-away shots help to break up otherwise long static shots,
make the sequence more interesting, and (most relevant to this paper) display
relevant information to the viewer or audience [1].
The work described in this paper seeks to provide experimental insight into
the ways that visual narrative making use of internal shot/cut-away filmic idioms
may impact the comprehension of viewers. Previous work by Cassell [4] has
developed a computational method for generating these types of idioms in the
context of comic panels and machinima, but questions remain about when a
generation system should make use of these idioms and what the likely cognitive
consequences on viewers would be from their use.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 173–177, 2019.
https://doi.org/10.1007/978-3-030-33894-7_18
174 K. Cassell and R. M. Young
survey questions asked subjects to select actions that pertained to causal and/or
motivational relationships between actions they had seen occur in the cinematics.
These actions were presented as still frames showing a representative moment of
each relevant action as portrayed previously in the cinematic they viewed.
In this study, we sought to evaluate whether the participants would rank
answers that relate to the actions present in the conveyed decision sequences
higher than the alternate actions that were not. To do this, we ran a Wilcoxon
rank sum test between groups for the ranks of each relevant answer to the
first question. We also wanted to evaluate whether the participants would rank
answers that relate to the actions present in the conveyed decision sequences
higher than their rankings for the same actions if no DDRS was conveyed. To
do this, we ran a Wilcoxon rank sum test between groups for the ranks of the
same answers.
Interestingly, for all but one of the comparison groups, the comparisons
between groups resulted in no significant differences.
References
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Leveraging Machinima to Characterize Comprehension 177
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Narrative Urgency: Motivating Action
in Interactive Digital Media
Bjørn Anker Gjøl, Niels Valentin Jørgensen, and Luis Emilio Bruni(B)
1 Introduction
Conflict is often regarded as the heart of drama [1], as it is used in narrative
media to capture attention and evoke emotions. In film, directors are in complete
control of these aspects, and use pacing to retain suspense and tension to keep
viewers engaged to great effect [2], resulting in a condensed experience that blows
an audience away in the span of a few hours.
What film and cinema does so well in terms of balanced storytelling is almost
entirely lost on interactive narratives. Here, the idea of pacing is often rather
vague, as plot and how it is told is only part of the experience, whereas Agency -
the desire for certain actions, afforded by the system [3,4] - is usually considered
the most important aspect of interactive experiences [5]. As a result of this, sto-
rytelling is easy to include (e.g. via cutscenes in games), but difficult to integrate
[6], as user freedom negatively affects author control of the narrative - a problem
often referred to as the Interactive Paradox [7] or the Narrative Paradox [8].
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 178–182, 2019.
https://doi.org/10.1007/978-3-030-33894-7_19
Narrative Urgency 179
2 Narrative Time
Usually, time is considered of utmost importance to how narratives are told, and
at a very deep level, what narratives are [10]. Change is perhaps the most basic
requirement of what constitutes events [7,11], more than one of which in a series
might be considered a narrative, and change requires temporality: A before and
an after. Traditional narratives operate in two different “temporalities”, related
to story and discourse - story time, the chronological time period covered by a
story, and discourse time, the time taken by audiences to experience the narrative
[12,13]. According to Juul [14], games operate on similar temporalities, namely
“play time (the time the player takes to play) and event time (the time taken
in the game world)”. The only difference here is that event time also includes
time taken in the game world not progressing narratives. Shown in Fig. 1 is
Juul’s mapping of these temporalities, in which he suggests that player actions
(which take place in play/discourse time) are projected into the game world, and
translated into the time frame that exists in the game.
Fig. 1. Juul’s depiction of how play time can be mapped to event time. The player
takes actions in play time (“real” time), which are projected into the game world. Also
shown in this model is how cutscenes create a break in play time, but are similarly
mapped to event time. [14]
time taken to play the game - similar to discourse time, but also featuring non-
narrative activities. The second timeline, Experienced time, is a new addition; it
indicates how players construct a linear timeline for their imagined storyworlds
through their interaction with the game narrative. This experience of time relies
on the player’s perception of time by comparing the real-world play time with
whichever representations of time are present in the game. Gameworld time sig-
nifies in general how time passes in the game world, including all of the events
taking place - as such, it is more or less synonymous with ‘story time’ for tradi-
tional narratives. It may be implemented as the “intradiegetic clock” featured in
most open-world-type games, or it may be more loosely defined. Finally, Event
time, unlike Juul’s single time frame, consists of all the separate event frames
implemented in the game (three are shown in Fig. 2). As an event is experienced,
the different ‘steps’ in the event time frame can be projected onto the Game-
world time, e.g. relating them to a specific in-game ‘time of day’ (if cues of this
nature are present). After relating the event time to gameworld time, the event
can then be mapped to the player’s experienced time, as an event happening
after what has previously been experienced.
Fig. 2. An updated version of the game time diagram by Juul [14]. In this version,
play time maps to experienced time, while the events played map to gameworld time,
and from there, to experienced time, to the points where play time maps to as well.
Shown in the figure is also a ‘temporal bubble’.
Temporal bubbles, as shown in Fig. 2, occur when the first experienced frame
of events (denoted in the figure as “event 1”) is abandoned by the player before
its completion, and another event frame (event 2) is instigated and played to
completion instead. Following the conclusion of event frame 2, event frame 1 is
then continued - but the time that has passed since it was abandoned plays no
role in how the final events in the frame play out. The consequence of this is
a ‘break’ in the player’s experience of the game time, where the final part of
event frame 1 is experienced both as happening at the time it is played, but also
as something that happened immediately after the earlier events in the event
frame. This conundrum could not possibly be explained by the original game
time mapping by Juul, but the updated version presented in Fig. 2 considers
Narrative Urgency 181
cases like this. Furthermore, barring the game-specific terms, the model could
apply to all forms of interactive narratives.
3 Narrative Urgency
The issues surrounding temporal bubbles could potentially be solved by having
players act urgently towards narrative events that are supposedly urgent. Thus,
we introduce the concept of narrative urgency: While “Agency” is the potential
to act in interactive narratives [4], narrative urgency would be the desire to
act in accordance with optimal narrative coherency - and create an appropriate
outcome if the user failed to do so. Understanding and processing a narrative
includes constructing a mental storyworld, based on the cues presented in the
discourse (and in the case of games, presented in the game world) [15]. At its
core, narrative urgency is linked to the construction of these storyworlds in the
minds of players, as a process of determining what actions to pursue at a given
moment, i.e. what actions are ‘most necessary’ in the player’s perception of
the world. Lack of narrative urgency is not always an issue - to some extent,
urgency is something that can be imposed upon players by limiting their agency
in certain situations, which at the present time is the standard approach for many
applications. However, we argue that what is achieved through such an approach
is simply an illusion of urgency. In addition to imagining a world in which the
story takes place, immersing oneself in the narrative may also require that one
‘allows’ oneself to believe in it [16]. This act was first described more than 200
years ago by Samuel Taylor Coleridge as “the willing suspension of disbelief”
[17], a term which has since been adopted and researched by scholars worldwide.
What will be suggested here, is that a failure to “follow through” when the
illusion of urgency is broken may negatively influence the believability, what
is known in classical narratology as verisimilitude [12], of interactive narrative
media, and consequently make it harder for users to suspend their disbelief and
immerse themselves in the experience.
4 Conclusion
In our view, time in games has become lost in the medium. The aim of this paper
has been to highlight and characterize the problem and its possible consequences
when trying to find a balance between agency and narrative suspension of dis-
belief. It remains an open question what different kinds of “mechanisms” and
rhetorical devices can contribute to incorporate the sense of urgency in order
to achieve a suitable balance between gameplay and narrative. There are many
conceivable different solutions for the problem in accordance with the specific
requirements and characteristics of a given application. Combining narrative
and storyworld in a more dynamic and complementary relationship - where the
player is made aware of time and its consequences, but not constricted by it
- can yield more coherent designs in which the interactor chooses the actions
from the available response-repertoire in accordance to the narrative context,
ensuring the continuity and the quality of his or her suspension of disbelief.
182 B. A. Gjøl et al.
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“What’chu Lookin’ At?”: Narrative,
Spectatorship, and Ludic Constructivism
in Variable State’s Virginia
Ryan House(&)
Abstract. This paper focuses on Variable State’s 2016 game Virginia, a game
that may have as much in common with film as it does traditional video games.
One of the things that makes Virginia stand out is a complete lack of dialogue,
either spoken or textual. Instead, interactions within the game are abstracted;
players are asked to intuit character motivations through body language and
other non-verbal cues. Virginia is an interesting marriage between film and
game design that surpasses the legacy of interactive films – the game has only
one story to tell; there are no branching narratives or multiple endings. Instead, I
argue that the game makes literal David Bordwell’s constructivist theory of
narrative film in that the player must execute operations corresponding to filmic
devices in order to frame narrative information within their point of view in the
game.
1 Introduction
For the past several years, the medium of digital games has experienced an expansion
of definition. Many game designers are moving past traditional expectations of games,
particularly in terms of telling stories. Narrative games are becoming increasingly
prevalent in the games market, and some even find high-profile, mainstream success.
Campo Santo’s Firewatch, for instance, sold half a million copies within its first month.
But for every Firewatch, there are innumerable narrative games dismissed out of hand
as “walking simulators,” a derisive term that points to the absence of traditional
markers of the medium, such as fail states, complex mechanics, or action sequences.
This criticism ignores the fundamental similarities between narrative games and other
games and undermines the innovation that these games bring to the medium.
To explore this idea, this paper focuses on Variable State’s 2016 game Virginia, a
game that may have as much in common with film as it does traditional video games.
Inspired by the likes of Twin Peaks and The X Files, Virginia tells the story of two FBI
agents investigating a missing person case in the rural setting of the titular state. One of
the things that makes Virginia stand out is a complete lack of dialogue, either spoken or
textual. Instead, interactions within the game are abstracted; players are asked to intuit
character information through body language and other non-verbal cues. Virginia is an
interesting marriage between film and game design that surpasses the legacy of
interactive films – the game has only one story to tell; there are no branching narratives
or multiple endings. Instead, the game makes literal David Bordwell’s constructivist
theory of narrative film in that it requires the player to execute filmic operations in
order to frame narrative information within their point of view in the game.
To this end, Virginia’s designers employ many traditional techniques of game
design as well, such as the use of lighting, contrasting colors, and sound in level design
to direct player’s attention to pertinent information. Narrative information is woven
into the game’s spaces, exemplifying Henry Jenkins’ theory of narrative architecture.
Through evoked, enacted, and embedded narratives, the players begin to construct the
game’s plot by virtue of moving through its spaces and gazing at its details. In this
action is where the ludic activity lies; players are responsible for putting the pieces of
the narrative together and may very well miss vital information. This paper argues that
Virginia transcends traditional distinctions between film and video games, and in doing
so, opens both mediums to new possibilities.
Virginia was released in 2016 by Variable State, a small developer out of London,
who describe the game as a “first person interactive drama” [1]. The game is an
experiment that introduces the vocabulary of film into the realm of videogames. Joh-
nathan Burroughs, the writer and main creative force for the game, attributes the
inspiration of this game to Brendon Chung’s experimental short Thirty Flights of
Loving and the ways it incorporates cuts into the context of real-time gameplay. While
Thirty Flights… is a brief, 10-minute experience, Burroughs was interested in devel-
oping that idea into a feature-length narrative, particularly focused on characterization
and emotional investment on the part of the player. The result is a game in which the
player not only experiences the narrative from the point of view of a character but must
also build that narrative – in part – by following cinematic and game design cues to
frame relevant narrative information within that point of view in order to interpret the
abstract and surreal story. Burroughs’ insistence that these filmic narrative devices be
deployed in real, game-time rather than in cutscenes underlines his intended experi-
ence: “We don’t want the player to feel like they’re witnessing a cinematic play out
around them. They should always feel like they are the character they are embodying,
existing in the moment they’re experiencing” [2].
Placing this emphasis on a player’s immersed experience means relinquishing some
narrative control to them. Unnoticed details or paths not chosen could very well change
a player’s interpretation, thus creating a multitude of readings. In this way, Virginia
exemplifies Roland Barthes’ writerly text – a text that requires more from a “reader”
than simply absorbing the words on the page or the images on the screen; the text must
allow the reader to produce meaning through the interpretation of what is
written/shown. As Barthes explains, “to interpret a text is not to give it a (more or less
justified, more or less free) meaning, but on the contrary to appreciate what plural
constitutes it” [3]. Virginia’s plurality of meaning is predicated upon its main ludic
activity – looking. The game succeeds in its ambition of adapting cinematic techniques
to the medium and, in doing so, transforms spectatorship into a ludic activity.
“What’chu Lookin’ At?”: Narrative, Spectatorship, and Ludic Constructivism 185
To account for Virginia’s narrative requires a theory of narrative that considers the
active participation of the spectator. In his seminal work Narration in the Fiction Film,
David Bordwell provides an account of narration in which the viewer of film is
involved in a dynamic process of executing assumptions, inferences, and hypotheses
via cues derived from the film that he calls the Constructivist theory of narration.
Bordwell’s work represents a break from the theretofore traditional concepts of nar-
ration: mimetic and diegetic – theories that Bordwell claims favor mediums other than
film, and neither account for the subjective spectator. He argues that mimetic and
diegetic theories of narrative:
… have little to say about the spectator, except that he or she is relatively passive. Perspectival
accounts tend to treat the viewer pointillistically, as the sum total of ideal vantage points
shifting from shot to shot…. [M]imetic theories assign few mental properties to the spectator….
Diegetic theories… also tend to downplay the viewer’s role…. The passivity of the spectator in
diegetic theories generally is suggested not only by the extensive borrowing of mimetic con-
cepts of narration but also by the use of terms like the ‘position’ or the ‘place’ of the subject.
Such metaphors lead us to conceive of the perceiver as backed into a corner by conventions of
perspective, editing, narrative point of view, and psychic unity [4].
protocols which dynamically acquire and organize information” [7]. These processes
operate according to procedural rationales, such as compositional, or the justification of
“material in terms of its relevance to story necessity;” realistic, or according to “notion
[s] of plausibility derived from some conception of the way things work in the world;”
transtextual, or according to established motifs of the genre or medium; and artistic, to
justify material in terms of its own sake – its artistic merit [8]. These schemata account
for the mental processes undergone by the spectator in their experience and interpre-
tation of narrative elements presented to them. Understanding these processes allows
filmmakers (and game designers) to develop and exploit them to deliver a range of
intended experiences to the spectator through the structure and materials of the text.
Now I will discuss a few scenes from Virginia to explicate how the game enacts these
processes of Constructivist narration, and how the player actively contributes to the
uncovering of the fabula (story) by participating in the divulgement of the syuzhet
(discourse). Because the narrative is communicated without the aid of any dialogue
whatsoever, players must ascertain the characters motivations, goals, and relationship
by way of “reading” the environment of the game. In his work on “narrative archi-
tecture,” Henry Jenkins suggests that we should view games “less as stories than as
spaces ripe with narrative possibility” [9]. Virginia’s spaces imbed narrative infor-
mation within their scenography – players are asked to interpret details of the world to
intuit exposition, characterization, and themes. The living spaces of the two lead
characters, Tarver and Halperin, illuminate aspects of their characters: The stacks of
moving boxes and general disarray of Tarver’s apartment reflects her (perhaps over)
dedication to her job. She lives alone with few if any visitors and has yet to even take
the time to fully unpack. She is living out of those boxes: the only things up and
running are the computer she no doubt uses for work. A scene in which she imagines a
fulfilling future highlights this through its opposite: this hypothetical apartment is
bright, decorated, and even has a card table set up for a poker night with friends.
Meanwhile, a tour of Halperin’s living space midway through the game uncovers a
trauma of her recent past – a lift on the stairs, bathroom modifications for a disabled
person, and an empty hospital bed allow readers to infer the story of her mother, of
whom we have seen a picture that Halperin wears in a charm around her neck. Thus,
without stopping the action for scripted, emotional dialogue, Virginia shows us the
story of these two women by asking us to fill in gaps of knowledge around these
prototype schemata. But, I want to clarify, this is not the showing of mimetic narration
– what is interesting about the way Virginia shows us this information is that it is all
incidental. You need not even enter the bedroom with the hospital bed or the modified
bathroom to advance the game – that information is there for players to find rather than
being conspicuously paraded through the mise-en-scene as if to say, “I’m important!
Pay attention!” In this way, Virginia involves the player in the responsibility of the
unfurling of narrative information via the syuzhet, while simultaneously undergoing the
operational protocols of interpretation.
“What’chu Lookin’ At?”: Narrative, Spectatorship, and Ludic Constructivism 187
This responsibility on the part of the player to uncover pertinent information is not
to suggest that Virginia leaves players to their own devices. In fact, Virginia com-
municates to the player very specific modes of looking through its very structure and
content. For instance, because the game uses a first-person perspective, the act of
looking is already privileged through the very way the game is presented. Likewise,
that the player character is an investigator for the FBI provides reason for the player to
look closely at details. The game provides these sorts of template schemata to
encourage players to respond as they have been conditioned to do through other,
similar media and experiences. I have mentioned already the pop culture influences on
the game from shows like The X-Files and Twin Peaks. These transtextual references
invite players to make assumptions about characters and events in Virginia based on
their knowledge of these similar texts. For instance, players can easily assume why
Halperin’s office is way down in the basement of the FBI office or why Tarver has been
assigned to investigate her. Memories of Dale Cooper enjoying coffee infuses the diner
in Virginia with an eerie familiarity. Moreover, Virginia presents itself much like a film
– from the opening credits, to the editing, the musical score, and even its duration – and
this communicates to its players how to interact with it, specifically through the act of
looking, or framing the narrative information within the point of view of the “camera.”
I will next discuss two scenes that showcase how Virginia guides player action into
a cinematic aesthetic: one overtly, the other subtly. In the first example, the designers
utilize techniques of level design often seen in game development to direct the player’s
gaze. In this case, light and sound are used to lead the player through the execution of
filmic operations, namely the tilt and pan of the camera. In the first example, Tarver,
ostensibly waking from a dream, jolts upright in bed, the camera focusing on the
opposite wall of her bedroom. Around her in the bed are pieces of evidence, mirroring a
scene from earlier where she is examining them in this very spot. By imitating that
scene, the designers are betting that players will once again focus on those items, trying
to figure out what object to click on and distracting them from looking elsewhere.
Before long, a low guttural noise emanates from her immediate right. The player, now
back in control of the camera, instinctively follows the sound to find a buffalo non-
chalantly gazing at her from across the room. As the player focuses on the buffalo,
beams of red light appear over its body, prompting the player to turn again to locate the
source of this light, seemingly directly behind her. As the player frames the illuminated
closet door within her point of view, the screen cuts to black and the scene closes.
Using elements of level design normally deployed to guide players through a space, the
game designers successfully orchestrate an act of cinematography through the player’s
action to create an atmospheric and tense dream sequence. I call this example overt in
its utilization of these processes because the movement of the camera procedurally
affects the state of the game. The duration of the scene will extend indefinitely until the
player completes the movement of the camera to the closet door. However, other scenes
are more discrete.
My second example comes from a scene earlier in the game when Halperin and
Tarver first drive into town. The player is positioned in the passenger seat and is free to
look around the interior of the car, read the case files in her lap, or stare out the
window. These scenes are interspersed with cuts to signify the passage of time. After
the last of these cuts, the score (which happens to be the game’s main theme) swells as
188 R. House
the town’s “Welcome” sign passes by on the right. Halperin pulls the car over to the
scenic overlook and the player has three choices of interesting things to look at. First, a
sign with some information about the town of Kingdom; second, the town itself; and
finally, Halperin in the driver’s seat. Based on the position of the player’s viewpoint
from looking at the Welcome sign earlier, a logical order takes shape: first the sign,
then the town, then Halperin. As the score builds to a crescendo, the remaining duration
of the scene becomes linked to the music in the player’s mind – there is a feeling that
when the score reaches its conclusion, the scene is over regardless of what the player
has missed. This causes, in my experience anyway, a desire to look at all three without
lingering too long on any. The result of this action – the panning from right to left to
frame Halperin before the end of the scene – is a match cut to the next scene of the
diner where Halperin is seated in the booth across from the player, but still facing in the
same direction as in the car. Thus, the game influences the player to create this artful
camera movement apropos of nothing other than artistic motivation. The movement is
not necessary to change the game state (as in the prior example) or to acquire narrative
information (as in other scenes), but it does satisfy a cinematic aesthetic – one that is
familiar to the player through her prior knowledge and experience with other media.
4 Conclusion
At the beginning of this paper, I made the claim that Virginia represents a potential
shift in the ways we think about games and films – in how they are different, and how
they are similar. The game proceduralizes the actions of the player, not through actual,
literally procedural codes and rules, but through a co-option of the player’s psycho-
logical processes – it uses suggestion and cues as much as affordances and constraints
to lead them through the experience to a desired (albeit inherently plural due to the
dependency on the player’s inferences, etc.) outcome. This in turn creates not the
forking paths in the vein of traditional notions of interactive films, but a multiplicity of
reading possibilities in a way that explodes Barthes’ writerly text into the 21st century.
Because Virginia requires the player to simultaneously take part in constructing the
syuzhet while also interpreting the fabula, players undergo shifts in cognitive modes of
interaction: an oscillation between deep and hyper attention. Deep and hyper attention
are terms coined by Hayles to describe the contrasting ways that we engage with
various media objects. Deep attention, Hayles writes, “is characterized by concen-
trating on a single object for long periods… ignoring outside stimuli while so engaged,
preferring a single information stream, and having a high tolerance for long focus
times. Hyper attention is characterized by switching focus rapidly among different
streams, seeking a high level of stimulation, and having a low tolerance for boredom.”
[10] The two modes of attention highlight the phenomenological differences brought
about in the user that is created through the interface of the game and underline the
defining characteristic that narrative games like Virginia share: ludic Constructivist
narration and its power of absorption.
In an article entitled “Games are Better Without Stories” for The Atlantic, Ian
Bogost writes: “Think of a medium as the aesthetic form of common materials. Poetry
aestheticizes language. Painting aestheticizes flatness and pigment. Photography does
“What’chu Lookin’ At?”: Narrative, Spectatorship, and Ludic Constructivism 189
so for time. Film, for time and space” [11]. He goes on to say that “games are not a
new, interactive medium for stories. Instead, games are the aesthetic form of everyday
objects. Of ordinary life. Take a ball and a field: you get soccer. Take property-based
wealth and the Depression: you get Monopoly” [12]. While I do not necessarily dis-
agree with this observation, I feel that it is missing something. Games aestheticize effort
and attention. They demand a form of engagement that television, film, theatre, and
even novels do not: namely, a responsibility on the part of the player/reader to propel
the narrative forward; to enable the text. I feel that Bogost’s article is but a (somewhat)
recent example of an ongoing attempt to further taxonomize games into neat, but
narrow definitions; to further sequester them away from “serious” media like film. It
can be helpful, of course, to have agreed upon meanings and definitions about what it is
we consume, produce, and study, but, being overly concerned with what games are or
are not may prevent us from ever seeing what they can be. And, furthermore, what they
can lend to those other media.
References
1. Virginia. https://variablestate.com/projects/Virginia. Accessed 19 July 2019
2. Alexander, L.: Strange and Mundane Come Together in Variable State’s Virginia. http://
www.gamasutra.com/view/news/221585/Strange_and_mundane_come_together_in_
Variable_States_Virginia.php. Accessed 19 July 2019
3. Barthes, R.: S/Z. Translated by R. Miller. Hill and Wang, New York (1974)
4. Bordwell, D.: Narration in the Fiction Film. University of Wisconsin Press, Madison (1985)
5. Ibid. emphasis in original
6. Ibid
7. Ibid
8. Ibid
9. Jenkins, H.: Game design as narrative architecture. In: First Person: New Media as Story,
Performance, and Game, pp. 118–130. MIT Press, Cambridge (2004)
10. Hayles, N.K.: Hyper and deep attention: the generational divide in cognitive modes. In:
Profession, no. 1, pp. 187–199 (2007)
11. Bogost, I.: Video Games are Better Without Stories.” http://www.theatlantic.com/
technology/archive/2017/04/video-games-stories/524148/
12. Ibid
The Story We Cannot See: On How
a Retelling Relates to Its Afterstory
1 Introduction
This paper looks into the field of emergent narratives, specifically focusing on
the idea of (interactive) stories as experiences originating from the creative inter-
action between a storytelling system and a human subject. Over the years, this
field has seen some inconsistent and ambiguous definitions and this paper hopes
to clarify some of the confusion by reviewing several perspectives and introducing
the concept “afterstory”, to help clarify the differences between the storytelling
system in play, the narrativization process, the resulting product and the possi-
ble retellings that occur later. Furthermore, the paper will look at the concept
of retellings, as proposed by Eladhari [7], to discuss how it can be used and
how it relates to the afterstory concept, thus providing use-cases and potential
avenues for research on how to use retellings to assess the quality of interactive
storytelling systems, as well as the potential pitfalls when doing so.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 190–203, 2019.
https://doi.org/10.1007/978-3-030-33894-7_21
The Story We Cannot See: On How a Retelling Relates to Its Afterstory 191
This definition is relevant for two reasons: Firstly, the mention of the term as
meaning two different things in one, but also another: Ryan here has no inclusion,
nor a need, for a user. Ryan does not require interaction, which is something
Aylett and Louchart did. The user can be purely passive, while the system creates
behaviour that we read narratives out of.
1
We say often attributed because an older source is Galyean III, who coined the term
in their PhD thesis on Narrative Guidance of Interactivity, from 1995 [8]. However,
while their use and definition is interesting, they do not have a focus on emergence
the same way Aylett had.
192 B. A. Larsen et al.
Walsh [30] takes a slightly different approach to his definition, and splits
emergent narrative in two. The first one could be classified as the narrative sense-
making process, which is making narrative out of non-narrative behaviour (the
simulation), while the second is seen as a product of interaction between the user
and the digital agent (or bot) within the simulated environment, more akin to
improvisation. His key point is that in the first definition, the simulation itself is
not a narrative product, but rather purely a simulation out of which can be read a
narrative. Here, Ryan agrees with him. Every game generates events, but that is
not enough to make an emergent narrative: Someone or something has to curate
those events into a story [24], and therein lies the emergent narrative: The events
themselves are not a narrative. What Walsh does not get to is Ryan’s ideas of
the system performing the curation (his word, roughly meaning storification, but
focused on the idea that events are curated into story-sense rather than made)
necessary to create a narrative artifact out of the simulation behaviour. Ryan
sees the system as capable of presenting stories to an experiencer without the
need for the experiencer to do the work to put that story together themselves. He
acknowledges that most emergent storytelling up to this point has relied on what
he calls mental curation, but his point highlights the difference between event
generation and curation. Walsh’s second definition, as he points out himself, has
similarities with Aylett and Louchart’s focus on RPG game systems and their
improvisational narrative structure, as his focus here is on the emergence of new
narrative events instigated by a user interacting with the system (his example
is a player playing the Sims and actively role-playing within the system, an
example Jenkins also used in his use of the term from 2004 [10]).
Swartjes [28], too, has another definition: “Emergent narrative can be seen
both as a theory of narrative in virtual environments, addressing the paradox
between free-form interactivity from a first person perspective and narrative
structure, and as a design approach” [28]. Here is another element added, namely
that of Emergent narrative as a design approach. The authoring and design of
Emergent narrative is another topic, that Aylett and Louchart, along with Suttie
and Lim also began focusing on [27]. This paper will not focus on that aspect,
though, so please refer to those sources if interested.
So, we are left with several concepts within the field of emergent narrative:
As the design of a simulation, as design process or approach, both through
the designers (authors) themselves and the approach that guides them. There’s
the simulation itself, and the events that it produces, there’s the curation (or
storification) of those events into a single story, which can be experienced, or has
been experienced, in the mind of a person, depending how you view it. There’s
the parts that happen inside the system and those that happen in the mind of
the person experiencing them and there’s different kinds of experiencing based
on whether the user can interact or not. Wrapping all of this under one term is
not inherently a bad thing, but it has led to confusion, as shown by Walsh, Ryan
[25,30] and others. Therefore we believe some clarification is in order, which we
will do by ordering the events and proposing a new term in the place of story as
outcome: The afterstory.
The Story We Cannot See: On How a Retelling Relates to Its Afterstory 193
1. There’s a world, a design, a system that can construct a large (but finite)
amount of possible events and world states. This world (game/design) is
designed by people who intentionally placed content and rules within the
world to run with certain behaviours and with certain kinds of schemas, but
ultimately, it is left to run by itself or in interaction with a user.
2. The world runs its simulation, with or without interaction as a self-contained
emergent system wherein events occur, creating emergent behaviour2 .
3. Those events form what Ryan calls a chronicle: A series of events. This is not
an emergent narrative, nor is it a story.
4. Those events are curated, sorted and accentuated into an experience akin to a
story by the experiencer. This is a narrative experience. The system here has
conveyed a narrative to the user, through its system. Vitally, this can happen
during play or after play, and both are equally valid and, probably, happens
in equal amounts. If it happens during, it has the possibility of feeding back
into the events and thereby altering the chronicle real-time.
5. This experience ultimately leaves the player with what we will call an after-
story. It exists in the mind of the user and there alone. They can then choose
to retell it to another person, at which point it will be relayed as a new
(retold) narrative (more on this in Sect. 4).
This entire process is what we would call Emergent Narrative (see Fig. 1 for
a visual representation). This is what the field of Emergent Narrative studies
concerns itself with. It is thereby not the outcome as that is the narrative that
did emerge, and it is, by definition, not emerging anymore; it is an afterstory.
3 Afterstory: A Definition
Afterstory is a term we first coined in a previous paper from 2016 about game
mechanics and narrative [14], as a term to describe the specific, actual story that
happened as a result of a play experience. It is specifically the (static) story itself,
rather than the behaviour that creates it. It is, to use Koenitz’ word, a “product”
[12] of the systemic interaction and the player’s perspective on it, but not to be
compared with Koenitz’ use of that word since it is not an instantiation in the
sense that it is real; rather, an afterstory is purely in the mind of the player. Any
game can produce an afterstory, and every game does when you play it. This is
what you remember after you close the game down. It is what happened to you,
with emphasis on the past tense. The afterstory can vary greatly from person
to person in a more emergent game or be more similar in a linear game, but
there will always be subtle nuances, since the player’s interpretation, reading,
and feeling of narrativity will be different, even in a completely scripted sequence
(even in a movie). It is thus a product of both what happened in the simulation of
the game (did you take path A or path B, etc.) but also, inherently, the player’s
reading and reasoning of those events. If they focused more on one part of the
game than another, if they disliked a part, their afterstory will be coloured by
2
This inherently assumes that the system is capable of creating emergent behaviour.
194 B. A. Larsen et al.
that read. A person will always keep their own idea of what happened, rather
than what they actually did. As memories, the afterstory is paradoxically both
virtual and actual. It exists both in the mind of the player and as something
that has happened, but not as something that is measurable or real.
It is specifically called an afterstory and not a narrative because it is story-like
in its nature. If we look at the traditional story/discourse split [1,26] (or more
relevant to this discussion, Ryan’s reinterpretation of that split), a narrative is
the “textual actualization” of a story when it is told through a discourse [26].
Marie-Laure Ryan says that a story is “a mental image, a cognitive construct
that concerns certain types of entities and relations between these entities”, or,
“story is narrative in a virtual form.” [26, p. 7]. If we map that onto our previous
distinctions, story is then the pre-actualized world, it is the designed world before
it is run: The possible stories. Or what Ryan (James, this time, not Marie-
Laure) (and others) calls the storyworld [24]. The discourse is then the simulation
itself; both in how it simulates and how it conveys what is simulated. Those two
together create a narrative (emergent) that the player experiences. But inside
the mind of the player, after the experience, it once again becomes virtual. No
longer actualized (despite the fact that it is actual), it is now a story and not a
narrative, because it is not being told. In the instance that it is being told by
the system, it is a narrative, but as we mentioned before, what the player is left
with (in their mind) is a story. Thus, afterstory.
Fig. 1. A crude overview of the Emergent Narrative concept, as explained in the text.
There exists three primary positions, one before play, one during and one after, and
while they all affect each other, the distinction is useful. The circles represent people
and the elements inside purely exist in the mind.
Now, the question is, what do we use this for? First, it helps us clarify the
distinction between the simulation, the storification process and the outcome of
the emergent narrative experience. By specifically separating the outcome from
the experience, we can better understand them as two separate things, and see
how one leads to the other, as well as how the system that created them is
shaped. The second aspect of afterstory comes in what it is already used for in
everyday scenarios: Retelling.
The Story We Cannot See: On How a Retelling Relates to Its Afterstory 195
4 Retelling
Eladhari’s paper from 2018 [7] discusses the possibility of retelling stories from
the play of interactive storytelling experiences, and how that can be viewed as a
potential avenue for critique and analysis of the system they came from. This is
a relevant thesis that has some great potential, but to understand how, we can
put it in relation to afterstory. Eladhari doesn’t use the word afterstory, but her
use of retelling touches on it: “The narrative layer of re-tellings consists of tales
told about events and actions in an INS or a game world.”. The “events and
actions” that happened in the game, as viewed by the player, is the afterstory.
What the retelling then is, is a new narrative that is formed with the afterstory
as its story content: With a new discourse created by the reteller. To put it in
traditional words, the relationship between afterstory and retelling is the same as
the one between story and narrative. As any narrative, this retelling is coloured
the moment it is told; there is an inherent degree of interpretation, projection,
superimposition or formulation within it. Eladhari’s example of a retelling of
The Sims is a great example: Here, one of the characters has just earned a little
bit of money and the first thing they want to do after is to give it to charity.
This could’ve been viewed as the machinations of the system working, but the
reteller shows that they are reading more into it: This act has meaning because
of what happened before, and because of how the player views the characters.
When these events are then retold, they are given meaning again by the discourse
of the reteller: They are given dramatic weight, and they are even retold in a
different order than they would have experienced them in game (as they would
have known that it was money for a charity before performing the action, a fact
we are only told as the letter is sent). These retellings are not exact copies of the
afterstories they are coming from, as it is impossible to tell a story without, well,
telling it, and thereby shading it through a discourse. This retelling, when it has
been told, is then interpreted again by the new readers, who never experienced
the events that led to the afterstory but only get the retelling, and then add
their own layer of interpretation to it. Eladhari touches upon this as well when
she quotes some of the comments that have different viewpoints of the retelling.
A reader of this retelling could then take what they got from reading it and
retell that again to someone else, and thereby have a new narrative created from
a different type of afterstory, and like a great game of telephone, this chain
could potentially go on forever, losing all resemblance and relevance to the story
system and player who helped spawn it in the first place. This cycle, it should be
mentioned, is no different than a regular retelling cycle of any kind of narrative,
as is by no means a negative to the concept of retelling, but it is something to
bear in mind.
Another type of retelling that functions a little differently is the automated
retellings created runtime, such as log files or character-generated diaries. Elad-
hari mentions how this corresponds to Koenitz’ notion of “product” from his
framework [12]. And this is indeed an immediate retelling rather than an after-
story as it has a built-in discourse through its medium (and is not inside the
player). A log file uses the structure and discourse of a log file. What it tells
196 B. A. Larsen et al.
about, is in theory the same bones that make up the afterstory, but it is different
from the afterstory of the player as this has none of the player’s interpretation
and is only a “series of actions and events”; or the chronicle. Other types of
retellings Eladhari mentions are community generated ones (such as the ones in
Second Life [15] or Eve [5,9], simultaneous ones such as livestreams and esports
(as the one mentioned by Eladhari [23]), or stories written from the perspective
of a character (see Murnane [22]). Others still could be pass-along stories like
“Boatmurdered” [29] or comedic serials like “Breaking Madden” [3].
Eladhari’s primary thesis with the paper is that we can use these retellings
as an instrument for critique of the storytelling system that created them. The
idea being that if we consider leaving a meaningful impact on the player a strong
criteria for judging the story, this retelling is proof that a “game or an INS - at
its base level - has provided an experience that is significant or meaningful enough
that it is worth telling someone else about.” And this is a powerful thing. Ryan
mentions something similar: “The greater our urge to tell stories about games,
the stronger the suggestion that we experienced the game narratively.” [26, p. 193]
This suggestion is obvious and straightforward at first: If we told a story from
an experience it was powerful enough to retell, and that must mean there was
something worth talking about, some narrative quality the player experienced
as strong enough to want to talk about. However, if we delve a little deeper into
it, this correlation is more nuanced. And here is where the afterstory/retelling
split can help us. Because while the correlation at large might stick, there are
several caveats to remember before we say that retellings show an inherently
great system. It is possible to get bad stories (boring/meaningless stories) from
good games. It also is possible to tell a great story of a mostly boring system.
However, if it gave one great story, is it then not a great storytelling system for,
if nothing else, one instance? Or was it just our interpretation as readers that
formed a great story from something the system never intended as a story in the
first place, in which case would be difficult to argue that it is a great storytelling
system? Or maybe a system is great at giving experiences, but not the kind of
experiences that are fun to retell? There’s a lot to unpack there, so let’s look at
the fundamentals first.
If we assume that the fundamental goal of a storytelling system is to create a
(great) narrative experience, any system that accomplishes this, must be a good
storytelling system, even if it did so by accident (whether that was what the
author intended will be looked at in Sect. 4.2). Thus, if it failed, it is not. Yet,
what we’re talking about here, is the afterstory, not the retelling. A retelling
can be something else than the afterstory, and therefore it can become a great
narrative, even if the story content it is made of is not. So while the hypothesized
examples above all hold true, it is because we are always looking at the retelling
of the afterstory, and not the afterstory itself. Since an afterstory, the moment
it is told, becomes a retelling, we have to analyse the retelling. This retelling,
and specifically, the discourse of it, can be good or bad, but has, potentially,
The Story We Cannot See: On How a Retelling Relates to Its Afterstory 197
little to do with the quality of the storytelling system3 . The afterstory that
created this could be interesting or not, and the discourse could as well, and
while they are often correlated, it is dangerous to assume that a well-told story
is inherently a good one—or one stemming from a good system. For example, we
can hypothesize an example of a retelling where the purpose is to highlight how
the system did not provide a meaningful narrative. In this, you could purposefully
tell your story so it shows how the afterstory you had was lacklustre, and still
manage to tell a great story of how that happened.
This is not to knock the entire idea of analysing retellings, but mostly to warn
about the fact that the retelling is not the afterstory: It is a new narrative, and
one that is different from the storytelling system that helped create it. However,
we would still agree that the correlation is still valid enough to be useful, even
by itself. However, we have to consider how we assess systems through retellings.
If we want to assess the quality of the system, assuming that the greater the
stories and the more the stories it tells, the better the storytelling system, is the
most obvious approach. However, that loses a lot of nuance, and we all know
how difficult it is to accurately measure the quality of a story. Eladhari offers two
approaches. The first, being the, in her words, blunt option, namely to simply
find the total amount of retellings and judge that the more, the better—but
offer no reaction on the quality of those retellings. The other would be a deeper
analysis of some retellings, that could help provide pointers to what aspects of
the storytelling system in question is interesting, and why.
To start with the first and simpler of the options, its great advantage is that
it is an easy measurement (assuming one can get the data, which admittedly
can be tricky) and an easy comparison point across systems. However, what
it loses is quality and variability. One can imagine a system that is able to
create one really amazing story, that then gets retold a lot because it is worth
retelling, but then fails to create any other kind of narrative. That system would
succeed well in a query that only looks at occurrence. Therefore, we propose a
two axis system for charting retellings of storytelling systems, where the first
axis is occurrence and the second is variability. This axis is used to determine
the range of afterstories that spring from a system, and can be used to analyse
the robustness and range of a system: The more varying stories it can tell, the
more robust that system must be at handling a wide variety of stories. A low
variability is not necessarily a knock against a system, but it is a good measure
of the type of storytelling system it is, and give a potential suggestion for the
range of potential afterstories it can create. How to chart this variability is up to
the individual research, as it can probably be done in many ways: By genre, by
theme, by moment-to-moment content, to event-variance (how many events vary
3
An argument can be made that a more involved (or elaborate, or deep) discourse
shows an effort to want to tell a story well because it is an interesting story, but one
can still tell a bad story well.
198 B. A. Larsen et al.
5 Examples of Retellings
An example of a retelling that is interesting in this context is Jon Bois’ “Breaking
Madden” [3] from 2015, where his intent from the outset is to “break” Madden
(the american football game, not the person), by altering the in-game values
and creating scenarios that couldn’t possibly exist in a real game of football.
For example, in an early story, he creates a character with a completely dispro-
portionate physique to a real human being; gives him inhumanly strong abilities
in some departments (like running, throwing, stamina) and inhumanly terrible
abilities in others (vision, agility, elusiveness), and thus creating a caricature of
a person rather than approximating a real human playing football. Here we see
already a discrepancy in the intent of the storytelling system (Madden 25 [6])
and the retelling. Madden the game is interested in creating stories, as most
sports games, but it is most likely stories of a different kind than the ones Jon
Bois’ wants to tell, and using different rules—even though Jon Bois technically
always stays within the rules of the game (at least from what we can tell). We
say this because, while we could argue that the intent of Madden is up for debate
since these “breaks” are possible, it is likely that the intent behind the creation
of the game was not to create unfair, impossible scenarios that almost do not
resemble real american football. Jon Bois uses Madden to create comedic sports
stories that feel familiar in topic and scope but are always sligthly off-kilter by
200 B. A. Larsen et al.
purposefully twisting the system to his design. And so, the idea of analyzing
“Breaking Madden” is subverted by “Breaking Madden” itself. Jon Bois’ intent
with the play is retelling—not playing. He plays with the idea of creating an
article about his play. So, already from the get-go, he subverts the system by
making it do something he needs to write a feature, rather than play and tell
only the interesting stories. He, in a way, forces the game to give him a retellable
story, which could be argued is a knock against the idea that the retelling itself
is enough to show a powerful storytelling system. Taken further, you could argue
that any “Let’s Play”-style content, where a person shows themselves playing a
game with the intent of showing that playthrough to other people, is an inherent
bias against the value of that retelling: As it is not necessarily interesting because
the system is interesting. However, referring back to Walsh’s second notion of
Emergent Narrative [30], this can also just as well be read as an improvisational
act with the player (Jon Bois) and the system as participators, through which we
can still construe whether the system is capable of allowing this improvisation
in meaningful ways.
Another example the first author has previously used (in his Master’s Thesis
[13]) was the game Loneliness [20]. It is a simple, affective game, about the
experience of loneliness. You control a little square moving upwards, and every
time you try to approach the other squares in the space, who are either standing
around or playing or jumping or walking—they move away from you. You can
never be close to anyone, until you finally move up to the very end, where there
are no one else and you are all alone. This provides an interesting counterpoint as
well because we cannot imagine most retellings or afterstories of this game to be
terribly interesting or variant: There is no choice in the game, there is no point of
difference between experiences (other than choosing to stop before the end), and
the story itself retold (as we just did) is rather bland. Loneliness isn’t designed to
be an emergent storytelling system with a lot of options, so the analysis doesn’t
quite hold when taken to an extreme, but the point is still relevant: A retelling
does not necessarily capture (even though, the existence of it might allude to)
the emotional affect of the narrative experience as it happens. Emergent stories,
unlike Loneliness, are probably inherently more fun to retell (Ryan touches on
this [24]), but maybe it is possible to create an abstract emergent system that is
difficult to retell, but still leaves the player with a meaningful experience and a
powerful afterstory—but less retellings because it is simply a more challenging
experience to convey. However that again illustrates Eladhari’s point; that a
person chose to tell about their experience with Loneliness is a valid, valuable
point of data by itself.
Finally, we want to highlight is the work of Murnane [22], and his in-depth
analysis of 400 player stories from Skyrim, from 2018. This is an excellent exam-
ple of a thorough examination of retellings from a system and the types of stories
it made. Here, he makes some key points about the nature of retellings as well,
first by showing their blurred relationship with fanfiction, and more importantly
to this topic, the existence of glitches as a part of the emergent narrative expe-
rience. His point on the matter can be summed up with this quote: “Even when
The Story We Cannot See: On How a Retelling Relates to Its Afterstory 201
we know the system has failed, players want the story to make sense.” [22] His
examples include players weaving the breaking of the system into the story in
their heads and making it a part of the world, supposing logic to it when they
know there is none—a rather pure form of narrative sensemaking. It serves as a
nice commentary to our points about “Breaking Madden”, and highlights how
the intent of a system can become secondary to the stories we tell with them.
His conclusions on the nature of emergent narrative from this research is also
interesting: “...when I am talking about emergent narrative, I am describing a
story told by a player about interacting with a game in which events occurred
which are significant to the player but ignored by the system.” [22]. Especially
the last point, “ignored by the system”, is fascinating, as this specifically focuses
on events that were not intended by the system, in the sense that it did not
react or use it in a meaningful way. Here, looking at Murnane’s retellings is
enlightening, as many of them enrichen the narrative of the systemic events, by
authoring more aspects, more details, showing the inner minds of characters,
reflecting on off-screen events, pondering motivations etc. This “more” is gen-
erally ignored by the system, as the purpose of the retelling is often to fill in
those exact missing parts (in the afterstory), and thereby enrichen the story into
something enjoyable outside the afterstory itself.
6 Conclusion
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“Well, That was Quick” – Towards
Storyworld Adaptivity that Reacts
to Players as People
1 Introduction
In the Old West of Red Dead Redemption 2 [16], Arthur Morgan needed to
buy some supplies. So the player controlling him went into a store. The man
behind the counter said “Hello, glad to have you here”, and the player began
browsing his catalogue. After they got what they thought they needed, they
turned around and went out, only to remember that they forgot to buy some
gun oil—the original reason for heading to the store. So they went back in and
the shopkeeper looked up at them with a smile. “Well, that was quick?” he said.
It took a second to notice that this was strange. At first, the reaction seemed so
natural there was no reason to think about it. But this was a video game and the
simulation needed to serve that line rather than another generic “Hello, there!”
was staggering for such a small event. The player took a pause and looked at
the man, almost forgetting to buy gun-oil again.
This example of a player’s experience is one of many of Red Dead Redemption
2’s adaptivity in motion, a game that was lauded for its ability to create natural-
sounding interactions like this one. And it is a sign that the current standard in
video games reacting to players have come a long way from the morality meters of
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 204–213, 2019.
https://doi.org/10.1007/978-3-030-33894-7_22
Towards Storyworld Adaptivity that Reacts to Players as People 205
Mass Effect [3] and the physics simulations of Half Life 2 [26]. And what is unique
about this specific scenario is that it is not a grand-scale system that affects
the entire fate of the world, nor is it an important branching point or a deep,
systemic interaction, but is merely something that happened, and has no further
consequence for the player, except that they remember it. This type of adaption,
that is less focused on the narrative at large, less interested in altering the player’s
trajectory or providing meaningful consequence, is different than the types of
adaptation and narrative management we typically focus on when we talk about
interactive storytelling. However, this moment was memorable anyway, partly
because it was novel, but also because of another reason: It treated the player
like a person. This paper will look into how games use adaptivity, and, by using
Red Dead Redemption 2 as a case, offer a preliminary analysis of how games
and interactive digital storytelling can provide meaningful, interactive, adaptive
storyworlds, today and in the future.
Before we begin to understand how adaptivity works, we must first define what
we mean: The adaptivity definition we’re using here is this: Adaptivity is when a
game changes the storytelling based on previous actions/behavior from the player,
without telegraphing to the player that it has done or will do so when the action is
performed. Adaptivity is different from interactivity or choice (although it relies
on interactivity) since it is not about intentional, direct actions and choices of
a player, but rather adapting to a history of actions and/or behaviour, possi-
bly unintentional, from the player. A game adapting to the user is everything
from sports commentator providing a contextual voice-line based on the cur-
rent game’s impact on the season, to giving you a different ending because you
killed people throughout the game you didn’t have to. It is not a defined reward
from a quest, or an enemy reacting to getting shot, as these are predefined and
known—either for the player or the designer. It is more complex than a reaction:
The fact that the player enters a store and the shopkeeper says hello is a reac-
tion. The fact that the player enters the store a second time and the shopkeeper
gives a different line, specifically reacting to the fact that they are there again,
is adaptation. Said in another way, the fact that it reacts is merely a reaction,
but that the reaction is changed by other events is adaptation.
Storyworld adaptivity is then when the storytelling the adaptation changes
is not directly related to narrative management, but rather to storytelling in the
world sense: Changing the place rather than the plot. It will still have storytelling
relevance as the world is part of the story, but it does not have to affect the
current or future actions of the player or the events they partake in. Instead, it
will change the spaces they move through, the tone or the way they are perceived
or acted against in those spaces (which might change the actions of the player,
but it does not have to).
206 B. A. Larsen and H. Schoenau-Fog
1
The cost is unknown for certain as Rockstar (and other developers) keep costs pri-
vate, but they credit around 2800 people on their website [15, 24], who worked harder
than we probably should demand of anyone [22], working over 8 years.
Towards Storyworld Adaptivity that Reacts to Players as People 207
many more. One time, three characters in camp were having a conversation that
Arthur (the player’s character) happened to stop by and listen in on. Later, he
went to talk to a fourth person, and they asked about what Arthur had heard.
If you have been away from camp long, another character will find you and
ask how you’ve been, and people will comment on your beard, your horse, your
cleanliness, etc. In larger systems, e.g. the Bounty system, the adaptivity also
shows, but it is of a slightly different kind, and a more systemic approaches to
adaptivity than we are focusing on here. An example worth mentioning is how
other characters in town reacted to the fact that the player had done crime in
that city previously, warning them to stay in line, etc.
However, there are plenty of things Red Dead 2 does not change or adapt to
or just forget. That the player bumped into a man on his way to work is not
remembered an hour later in any notable form. The character might use that
for an action in the moment, but if you leave and come back later, it might as
well not have happened. The world, while vast and lived in and detailed, does
not alter itself much based on player actions, and the player doesn’t have much
influence over its development, outside scripted sequences and missions.
If we were to be reductive about much of this adaptivity, it is often a series of
“remember that thing you did”, events, where characters refer back to previous
events. Yet, that is exactly reductive because it omits the point of doing that
kind of memory. This type of adaptivity, as shown by Red Dead 2, has the
potential to be as powerful as an emotional cutscene. The next section will look
at how this might be possible, before we reach the ultimate discussion of why.
because they happen to be in the shop at 5’o’clock and they didn’t know. This
is in large part due to conventions of commercial AAA games, where letting the
player be in complete control at all times is an imperative. We can find plenty
of examples of games intentionally not letting the player do what they want in
the indie space, or in art games, poem games, vignette games, etc.
Nitsche’s [14] approach to the topic, though, shows that the relation is a little
more complicated. In their attempt to map time in video games, they distinguish
between a formal approach and an experiential approach to time. The formal
sees a difference in “event time” and “play time”, that is similar to how Genette
described “story time” and “narrative time” in traditional storytelling [9]—the
first being the time it takes for the story to unfold in world and the second
the time it takes to tell the story. The relations between these can give rise to
dynamics such as flashbacks, slowed down time, fast-forwards, etc. which can all
be used for dramatic effect. Experiential time, on the other hand, takes a different
approach to time and focuses instead purely on the player’s experience of it. Here
Nitche borrows from linguists, saying how time has long been spatially mapped
across cultures, and we almost always experience space over time: “A visitor can
experience a larger physical space, such as a house or a city, only over a period
of time – usually in the form of movement”. Contrary to “player-centric time”,
Nitche here highlights how time is actually moving forward still, for the player,
always, as they move through space. And then the relationship between play
and story time becomes clear: “Space and spatial comprehension (e.g. through a
camera) can be seen as the canvas through which the player understands time.”
Seen through an experiential lens (pardon the mixed metaphor), time is player-
centric in a much different way: Instead of relying on the player to move time,
the player always experiences time as moving, regardless of whether it does or
not in the world, because it is a necessity to them moving through space. Maybe
the answer is to keep this in mind when designing time-based solutions, and
not just tracking the current position of the player in time, but also considering
that movement as a separate kind of time than the in-world, fictional time of
the game, and adapt based on both. Correctly adapting based on the player’s
experience of time and position is one thing, though, but affecting change in
the world is an entirely different, difficult problem. But if we take a leap in
technology, and imagine a different way of creating worlds than we do now, that
might become more feasible.
And while a world on Red Dead 2’s scale and fidelity might always be impos-
sible procedurally, we don’t have to imagine an entirely generated world to still
see advantages of real-time procedurality. Instead of thinking of the entire world
as a giant mutable space, we can perhaps imagine a world created by blocks
(not unlike streaming “cells” used to stream current large environments, but
on a more variable scale) but where each block has or can have its own adap-
tive, procedural behaviour and events. If we take the shop example from the
beginning again, the shop here could not just adapt to the player’s behaviour
through a line of dialogue, but through altering the contents of the store itself,
through spawning other characters in the store, through even changing the house
itself, the shop could close down because it ran out of business or expand to a
larger area in a different place. Those last examples still require a great deal
of authored content (for now) but technologies like machine and deep learning
could help begin make strides here, by (staying with the store example) find ways
to mold stores depending on different parameters, which in turn is controlled at
run-time in the game, adapting to behaviours around it. Instead of seeing the
store as a fixed object, perhaps it can be viewed as an evolving space, that is
continuously adapted to the algorithm’s latest reasoning. This is said with an
admittedly nascent understanding of machine- learning, but it is not the only
option. “Simple” procedurality can also help great deals here, but done on a
different scale.
Ryan in his PhD thesis [18] talks about curationist emergent narratives,
where we instead of procedurally generating potential for a few outcomes and
hoping it is an interesting narrative, we instead generate an overflowing wealth of
content, and then curate the best parts. That curation, he poses, could be done
automatically by machines, as long as we handle some key problems, namely
that of “story sifting”. For this example, it could be that an algorithm could
simulate a thousand ways for the store to change, but only actuate the ones that
work best for the narrative, and is feasible within the world. But this could also
be taken on a much larger scale: Think of all the events that occur during a
game of Red Dead 2. If we use a curationist approach to find those that have
narrative structure and relevance, and can float those to the top and focus on
adapting to them, rather than attempting to adapt to everything that wouldn’t
be interesting.
It is one of the more time-consuming parts of modern commercial video games
to make several versions of the same environment, and most cases where that is
done today (Spiderman [20], Red Dead 2, etc.), it is hand-crafted and scripted
events that make such a change, and the change is often singular, immediate,
and akin to a state-change. But if we instead approach the world creation proce-
durally (or parts of it, as mentioned), and base its elements on a range of factors,
those factors can be influenced over time by events that happen in the game,
and thus, the world will gradually change in small ways that are affected e.g.
the player, and thus let the world help create itself. It could be something small
like changing how a character greets you to something global like altering the
amount of grass and flowers dependent on how much has been driven on it to
210 B. A. Larsen and H. Schoenau-Fog
something huge like shifting the power balance of the world based on how much
a player helps some characters over others. What specifically can and should
change largely depends on the project in question. The important point here
is that these adaptations could help implement time-based worlds that don’t
operate on gates and states but rather use a procedural, adaptive measure that
changes how things happen and offer more malleable, softer systems.
2
Just see Bogost’s focus on objects in his much-discussed article about stories in video
games [5].
Towards Storyworld Adaptivity that Reacts to Players as People 211
to them, that they can affect change, which is a powerful—and dare we say it,
necessary—statement in this current time.
Even if we could alter the entire storyworld at runtime and grow moss on
the rocks based on the player’s actions, the clever designer must always ask
themselves why. What’s the use of changing the entire world if the player does
not care? The player won’t care that there’s less moss on the rock, if the game is
about checking people’s passports. But they might be concerned if it is a game
about the environment. Because the truth about any of these adaptations is that
they fundamentally do not matter if the player does not feel impacted by them.
To the question of why it mattered that a shopkeeper noticed the player had
been in the shop moments before, the answer isn’t that it drastically altered
the player’s perception of the world or changed their character. But what it did
do was make the player feel seen. It gave them a sense of, not quite perceived
agency [10], but something similar. They remembered that interaction long after
it happened, partly because of the novelty of it, but also because an action
like that helps place the player in the world. Instead of feeling like the player
changed the world, it feels like the world acknowledged them, not as a player
this NPC was meant to serve, but as a person entering their store. It was less
consequential than “Clementine will remember that” (The Walking Dead [25]),
but more consequential than the average hello, and therefore it was memorable.
If games will keep doing this kind of adaptivity, there will be a point where
it is no longer mentioned for its novelty like we are here, but rather for what it
achieves by itself. And that will be measured not by the technical prowess or the
complexity of the system, but by the player’s reaction to the game. That can be
done with grand, sweeping changes that shake the world, which are expensive,
difficult to realize and even more difficult to follow through, or it can be done
in small, personal interactions and tiny changes that matter to the player. If
a player likes picking flowers, the answer to a better game isn’t just to spawn
more flowers, but to find ways to change the world in ways that makes picking
flowers worth it for them, and not leave them feeling like they lost two hours
finding the red flower they can’t actually use. That is not an easy problem and
nor do we propose to have the solution, but if the technology truly does get to a
point where the question isn’t how but why, then we must begin to consider the
implications of those choices. And the fundamental core there should be that you
should make the changes that matter to the player. Which is done by smartly
giving the player options that let them express what they want to express, and
smartly adapt, using that information when relevant, and showing those changes
in a way that feels natural and powerful to the player.
6 Future Work
This paper was a preliminary investigation into storyworld adaptivity and its
possibilities, and there are many more avenues for research. A few notes were
made here on a framework for how this kind of adaptation works and could
be designed/analysed, focusing on the Space-Time dimension, but more work is
212 B. A. Larsen and H. Schoenau-Fog
required, also referencing other work on the topic of narrative adaptation (as [17]
and [23], and microinteractions [19]). The relationship between adaptivity and
time was mentioned here but warrants much more in-depth research, as well.
Another avenue is looking into the relationship between agency and adaptation,
and investigating how knowledge of storyworld adaptation plays a role in it
working. Finally, Red Dead 2 is just one game, and looking how other games
and interactive narrative experiences treat similar ideas is crucial to gaining a
more holistic theory, in order to facilitate richer storyworld adaptation.
References
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Cambridge (2007)
5. Bogost, I.: Video games are better without stories, April 2017. https://www.
theatlantic.com/technology/archive/2017/04/video-games-stories/524148/
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www.gdcvault.com/play/1025557/Procedural-World-Generation-of-Far
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ndash Abstract Proceedings of the 2018 DiGRA International Conference: The
Game is the Message. DiGRA, July 2018. http://www.digra.org/wp-content/
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A Spectrum of Audience Interactivity
for Entertainment Domains
1 Introduction
Interactivity has the power to immerse and empower audiences across divergent
domains. Although these mediums use different terminology, sometimes describ-
ing interactive approaches as participatory or immersive, their desired outcome
is to design fulfilling storytelling experiences. In Hamlet on the Holodeck, for
instance, Murray argues that future science fiction authors will be challenged to
define rules for narrative interaction that transform passive readers into audi-
ences engaged in immersive and reactive narrative experiences [81].
In pursuit of this dream of the Holodeck, HCI research often designs novel
technology to support immersive experiences [65,105]. However, generalizing and
characterizing rules for interaction is as tricky for writers and designers as it is for
practitioners [20]. Designing interactive experiences often means learning from
previous work and building experiences using available tools. Since interactive
audience experiences exist in a range of contexts, designers are often limited to
learning from their area of expertise. We posit that in addition to new tech-
nology, the HCI community needs conceptual tools that help designers across
performance mediums consider and compare how audiences can interact.
2 Related Work
In this section, we first describe how storytelling has evolved to include audi-
ences, resulting in more immersive and engaging experiences. Then, we define
interactivity as audience agency and participation in performance, and describe
how it contributes to immersion and engagement. Finally, we overview previous
efforts to characterize audience interactivity.
2.1 Storytelling
3 Method
The goal of this work is to develop a taxonomy of audience interactivity to facil-
itate communication and collaboration among experts and designers in a wide
variety of entertainment domains. This spectrum enables designers and practi-
tioners across domains to discuss and learn from a broad range of experiences,
and to consider challenges inherent to diverse audience interactivity designs.
Building on prior work [108], this research evaluates and generalizes findings from
music across various entertainment domains through a comprehensive review of
audience interactivity literature in theater, theme parks, and games and intro-
duces a common Spectrum of Audience Interactivity for entertainment. In this
section, we first overview the underlying factors for our choice of theater, theme
parks, and games as our three representative entertainment domains. Then, we
describe our literature review process.
Table 1. Index of literature review organized by theory, storytelling, theater and music,
theme parks, games, and transmedia topics.
The primary goal of this work was to understand how the three representa-
tive domains describe audience interactivity. Our goal was to understand what
interactions existed in those domains.
We extensively reviewed literature on interactive audience experiences across
academic publications and in practitioner mediums. We systematically reviewed
multiple databases (e.g. AAAI, ACM, PsycINFO, CiteSeerX, CogPrints Elec-
tronic Archive, ResearchGate, TRLN) for a range of topics (previous definitions
and models of audience interactivity, engagement, immersion, agency, mediums
of interaction, and roles), performing “related article” searches to identify model
applications and limitations. Next, we shortlisted articles that defined interactiv-
ity or described interactive experiences in the three domains. In parallel, we came
220 A. Striner et al.
up with a list of synonymous phrases and keywords across the three domains,
and searched websites and blog posts for descriptions of practitioner experiences.
We analyzed domain publications to understand how the original spectrum levels
were reflected in academic literature, and to identify gaps where literature did
not fit the original spectrum. When domains were not evenly represented at a
level, we performed a secondary Google Scholar search to identify any literature
we may have missed. The literature we reviewed is indexed by topic in Table 1.
4 Summary of Results
This section summarizes our literature findings and introduces our Spectrum of
Audience Interactivity for Entertainment Domains. First, we affirm the presence
of a spectrum, describe modified levels, and present our validated spectrum.
The literature review affirmed the presence of the interactivity continuum, find-
ing that interactivity ranged from passive to active experiences delineated by
the agency of individual audience members. “Passive” and “personalized experi-
ences” gave audiences agency over themselves, and “influencing,” “augment-
ing,” and “becoming a performer” levels gave audiences agency over other
audience members, performers, and over the larger experience. Cross-domain
literature supported the presence of these different levels, however we found
that interactivity was more prominent in some domains; for instance, theater
and music predominantly use interactivity to influence and augment perfor-
mances [105,116,123], games employ audiences as performers [70,97], and theme
parks create personalized and bidirectional experiences [95,118].
Our review found that the spectrum required some modification. Shown in Fig. 2,
the new spectrum introduces a new level of audience interactivity and modifies
the name of an existing level.
Bidirectional Influence. The early spectrum included the level “Performers
Augmenting the Audience’s Multisensory Experience.” This level was difficult to
describe, however, we found that “Bidirectional Influence” clearly characterized
the back-and-forth dynamic of interactive performance.
Take over Performance. The early spectrum described “Become Perform-
ers” as the highest level of interactivity. However, we found that interactivity
extended beyond this; audience members could not only become performers,
but fully control an experience. For instance, audience members invited into a
drum circle could lead the music. Thus, we added a new level, “Take over the
Performance,” that describes this experience.
A Spectrum of Audience Interactivity for Entertainment Domains 221
The following section presents our review of the interactivity literature, organized
from least to most interactive across the levels of our proposed Spectrum.
Traditional performances assume a clear distinction between the role of the audi-
ence and performers [16]: audiences do not interact with performers or have a
role in the direction of performance or narrative. Forlizzi and others [37,57,126]
222 A. Striner et al.
contradict this assumption, suggesting that audiences can interact with experi-
ences cognitively, through a psychological reader-response that imbues seemingly
passive experiences with an abundance of emotional interaction.
The literature suggests that audiences participate in collective emotional
experiences such as laughing or holding their breath that validate their personal
experiences; this helps explain why the presence of an audience is essential to the
sense of “liveness” [92]. HCI research has studied passive engagement by watch-
ing audience expressions and analyzing gestures using computer vision [14,73].
Research also argues that audience interaction is not always necessary or
appropriate [108]. Green et al. [49] discuss how participants may simply wish
to be distracted or passively entertained [14] by fiction. This outcome is further
supported by literature on interactive film suggesting that passive experiences
allow audiences to absorb, appreciate, and reflect on performance [14,48,120].
thresholds when others do. For instance, audiences are likely to give a stand-
ing ovation (or throw rotten fruit) when others do the same [56]. An immersive
interactive play, Sleep No More [116], extended this concept, allowing live and
remote audiences to communicate through Internet-of-things (IoT) props.
Theme park literature characterizes this phenomenon as a learning tool. For
instance, guests at the Wizarding World of Harry Potter watch others learn
the mechanics of “casting a spell” [18,59]. Reeves describes this experience as
an entertainment and teaching experience [92] that allows audiences to study
interaction while waiting their turn. Magic Kingdom line experiences actively
design for this affordance; guests in line for a Peter Pan ride view members
ahead of them play with interactive shadow puppet displays, ringing bells, or
even releasing Tinker Bell from inside a lantern [3,35]. This, in turn, prompts
them to interact, mimicking scenes they have seen before, playing on each other’s
interactions and inventing new ones. Michelis [77] describes this phenomenon of
the phases of interactions with gesture-based displays as an “audience funnel.”
The literature suggests that audiences also want to augment experiences [108].
One way to do this is through multisensory design. For instance, child co-
designers augmented music experiences with tangible “sound chips” [108]. Relat-
edly, Stapleton and Hughes [106] found that immersing movie-goers in multisen-
sory mixed reality trailers created fond memories and positive associations.
Literature suggests that audiences can likewise augment experiences by
adopting a composition role. Winkler notes that interactive computer music
can “create new musical relationships” between audience and performers [123];
for instance, McAllister [71] allowed audience members to add to a digital score
synced to a real-time display for musicians to read. Likewise, audiences can
“compose” by dancing to music during performances [83,109].
224 A. Striner et al.
Both physical and digital interactive performances lean heavily on the affor-
dances of bidirectional interaction. For instance, gospel music uses call-and-
response to nudge democratic audience participation [82], and computational
narratives personalize player experiences by iteratively tracking and adapting
narrative scheduling to player pacing [6]. Similar research has produced a vir-
tual dance partner that improvises dance moves based on audience actions [54],
and a narrative agent that responds to audience gestures with dialogue [84].
As well as responding to each other, some literature characterizes bidirec-
tional interactions as “pushing and pulling” between audiences and performers.
For instance, Rickman [93] described a text narrative mechanic that drives the
narrative forward by using word selection to reveal additional information about
an object or action [22]. Curiously, the research suggests that bidirectionality
many not always be intentional. For instance, Van Maanen [118] describes how
at Walt Disney World, guests and cast members cyclically affect each other; cast
members are required to smile, but guests not smiling can ruin an operator’s day.
All three domains allow audience members to take on performative roles, but
differ in their approach. Games create immersion by giving players a sense of
control [21], allowing users to select strategies, and affect outcomes [97]. Video
games have an inherent performative experience, allowing audiences to dually
function as players and audiences members [104], imbuing players with specta-
torship in-between moments of play [112]. For instance, LARPS (Live-action-
role-playing games) are considered performance-play experiences [102]. LARPS
have no separate audience members, allowing audiences to extemporaneously
create engaging narratives from limited preparatory materials [102].
Fantasy sports games further blend the roles of audiences and perform-
ers [100] by integrating the “activity of a virtual game and spectatorship of
a real sport” [100]; Developments in large-scale streaming, tangible interfaces,
and virtual and augmented reality have further changed the game viewer land-
scape. Twitch allows audiences to watch, and interact with streamers during
games [114]. Similarly, augmented reality has given players and viewers a way
to experience narratives in physical space [5,51,106].
A Spectrum of Audience Interactivity for Entertainment Domains 225
Although less accessible than games [24], theme parks fully embrace audi-
ences in performative roles, integrating storytelling [17,95], simulation, and inter-
activity [79,98], and emphasizing physical experiences. Theme park experiences
often give audiences a chance to re-experience character roles and narratives.
These firsthand narratives lean heavily on multisensory, spatial, and temporal
experiences [79] to create a sense of presence [17,85].
6 Conclusion
The goal of this work was to develop a taxonomy to explicitly characterize how
audiences can interact and influence experiences across a range of entertainment
domains. The spectrum aims to be a useful resource for researchers, designers,
and artists to consider opportunities for interactivity. While the spectrum aspires
to be comprehensive, new tools and media continually reshape the interactivity
landscape, and edge cases undoubtedly exist. We consider such cases to be good
fodder for discussion about new forms of interactivity. Further, this research does
not endeavor to describe interactivity from the perspective of the performer
or to describe audience characteristics (e.g., culture, size, and location). Such
perspectives may have unique characteristics that may affect interactivity.
Future work will validate the clarity, precision, and effectiveness of the spec-
trum by interviewing experts in a range of domains. To help practitioners learn
from other domains, we plan to use our taxonomy to survey a range of audiences,
226 A. Striner et al.
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Towards Intelligent Interactive Theatre:
Drama Management as a Way
of Handling Performance
1 Introduction
The concept of Interactive Narrative (IN) has been pursued for several decades
in different forms with the aim of providing an experience where the player feels
that their decisions have an effect on the storys development [7]. Examples of
INs are the Choose Your Own Adventure (CYOA) books [1], text adventures,
video games like Detroit: Become Human [12] and interactive films such as Black
Mirror: Bandersnatch [8].
In this paper, we propose a novel approach to INs that consists of having
an intelligent agent acting as a character in a theatre play and perform Drama
Management (DM) tasks as a response to the human performers. To the best of
our knowledge, such theatre modality has not yet been proposed or attempted
in existing works [10,16]. We propose to implement such modality using The
Melete Effect by Velissaris [20], an IN written as a theatre play.
The novelty of the proposed approach lies in its use of principles from both
traditional INs and theatre. While INs allow for diversity in the possible stories
resulting from the actions of the user experiencing them, they require the user’s
input as a participant within said story (usually as the protagonist). In theatre,
the narrative typically flows linearly, with all the performers following a prede-
fined script. As opposed to traditional INs, in our approach the user (in this case
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 233–238, 2019.
https://doi.org/10.1007/978-3-030-33894-7_24
234 N. Velissaris and J. Rivera-Villicana
2 Background
We now discuss the main challenges we have identified towards the realisation
of this approach, and the solutions we propose.
Towards Intelligent Interactive Theatre 235
As opposed to games, the fact that performers do not have limitations regard-
ing the actions they can perform increases the complexity of this problem. For
example, in text-based games, commands not recognised are simply not pro-
cessed by the system, prompting the player to try with a different command. A
factor that helps mitigate this challenge is that a scene is bounded by space and
time, limiting the number of possible actions for the agent and the performers.
The approach we propose aims to have an agent whose behaviour can gener-
alise to different situations by (1) selecting a diverse recruitment base to learn
behaviour that captures a variety of possible responses to specific events, (2)
implement goal/plan/action recognition to map novel events to event types that
have been observed by the agent during training, and (3) encode some predefined
behaviour for events that may not have been covered by the previous steps [15].
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Technologies
Towards Procedural Generation of
Narrative Puzzles for Adventure Games
1 Introduction
Narrative puzzles can be defined as puzzles that form part of the progression of
a narrative, whose solutions involve exploration and logical as well as creative
thinking. They are a key component of adventure and story-driven games, and
often feature in large open world games, including RPGs. Narrative puzzles can
be viewed as temporary obstacles to the story’s advancement; though they do
not always have to be solved in a precise order, certain puzzle sequences generally
need to be solved before proceeding to others. Typically, good narrative puzzles
involve making logical connections, which may not be immediately obvious, but
which ultimately comprise a satisfying solution. Puzzlers typically find solutions
by exploring the environment and investigating ways in which objects can be
manipulated. Examples of narrative puzzle patterns identified by Fernández-
Vara et al. [3] are: (a) Figuring out which item a character desires, usually
leading to a reward in exchange; (b) Logically combining two objects to change
their properties, or to create a new object; (c) Disassembling an object into useful
components; (d) Saying ‘the right thing’ to convince a character to provide aid;
and (e) Acquiring a key to open a new area.
Due to space constraints, we are not able to present a detailed review of
related work here, but we refer the reader to our recent survey of procedural
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 241–249, 2019.
https://doi.org/10.1007/978-3-030-33894-7_25
242 B. De Kegel and M. Haahr
2 Design
Our system aims to improve replayability of smaller story-driven games as well
as offer way to improve the narrative engagement of games with large open
worlds and a high degree of procedural content. Our approach is inspired by (and
improves upon) Puzzle-Dice [3], specifically in terms of expressivity, usability and
scalability, while maintaining the guarantee of solvability.
– Items: Conceptual game objects which are defined by their type(s) and prop-
erties.
– Properties: Named characteristics of Items, which have a value of specific
value type.
– Rules: Possible in-game actions, composed of an output Term, a set of by-
product Terms, an Action and a set of input Terms (see Fig. 1).
– Terms: The main units out of which Rules are composed, each is defined by
a single type and an optional list of properties.
– Action: The unit of a Rule that described the player’s action in carrying out
a rule.
– Area: A single connected space that forms part of the game world; used to
compartmentalize the puzzle generation.
The generator uses the set of production rules that constitute the grammar
in a left to right direction to generate a puzzle backwards from an end goal. The
backwards process ensures the puzzle is solvable. In a game that incorporates
the generated puzzles, the same rules—but used in the right to left direction—
function as game logic.
PineTree) or general (e.g., Plant). The more general the type, the more puzzle
items have the potential to be matched to a term. The special type Item can be
used for terms that are allowed to be replaced by any puzzle item.
The properties associated with a term are fundamentally the same as those
for a puzzle item. For a puzzle item to match a term it must be of the same type
or a sub-type as the term’s type, and it must include all properties of the term
(though it can have many more properties than those required by the term).
Besides inputs and outputs, each rule must also have an action, which can
be considered a terminal. This action is only used as part of the second purpose
of the rules, i.e., as game logic, and has no bearing on the puzzle generation.
The action is associated with the first input term, and as such, it is important to
consider the order of the input terms; for example in rule 2, the action ChopDown
should appear attached to the Tree term, rather than the Axe term.
Each puzzle area corresponds to a connected area in the game world and must
have an associated goal. The goal is used by the generator as the starting point
for generating a puzzle for that area. A designer can associate multiple possible
goals with each area in order to increase the possibility space of puzzles that can
be generated for that area. The format of an area goal is the same as that of a
single term in a rule of the grammar. Each goal specifies a type of puzzle item
that must be obtained, and an optional list of properties that must be fulfilled
for that item. The generator checks that the goal cannot be satisfied by any
intermediate items that are chosen as part of the puzzle, as this would result in
a player completing a puzzle prematurely.
Besides a goal, a puzzle area has a unique name, a list of connected areas,
and maximum puzzle depth. The maximum depth refers to the depth of the
tree structure representation of the puzzle that is created by the generator.
Puzzle areas can be predefined, or in the case of a procedurally generated game,
they could also be automatically defined at run-time based on environmental
attributes. The player’s current in-game area is tracked by the generator and
used to spawn puzzle items pick area appropriate rules.
The puzzle generator works by recursively generating inputs for outputs using
the set of rules that make up the puzzle grammar. The rules are used in the
left to right direction as production rules and do not take into account the
by-product terms. Puzzle generation is done live, i.e., while the game is being
played, on the basis of currently accessible areas and items. At a high level
(between areas), generation is running forwards throughout the game, but at a
low level (within each area), generation runs backwards. This forward-backwards
combination ensures solvability, quality and lack of repetition for the generated
puzzles.
246 B. De Kegel and M. Haahr
At the start of the game, a puzzle is generated for the area that has been
designated as the start area. Finishing a puzzle for one area, (i.e., achieving
the area’s goal), causes all its connected areas to become unlocked, and triggers
the generation of puzzles for those newly available areas. This forwards part of
the algorithm can branch off into different tracks depending on the specified
connections between areas. The system maintains each of the available areas
independently, so multiple puzzles can be in progress at the same time. The
overall forward direction of the algorithm allows for scenarios in which an item
that is needed to solve a puzzle for one area must be retrieved from another
area.
When generating a puzzle for an area, the algorithm begins by finding a rule
with a left hand side term that matches the current area’s goal. The area goal is
analogous to the grammar’s start symbol. From that starting rule, the generator
continues trying to substitute right hand side terms for other terms until no
suitable rule can be found to perform such a substitution, or the area’s depth
limit is reached. At that point, the generator adds the puzzle item (terminal) that
matches the last term to the game world. The rules used for the substitutions
are recursively chained together into a tree structure that defines the entirety
of the created puzzle. The items spawned in the world correspond to the input
terms for the rules that make up the leaves of that tree.
An example of a generated puzzle is shown in Fig. 2, followed by the rules
that would be chained together to create that puzzle. In reality, it is the rules
that make up the nodes of the tree, rather than the terms, but the terms make
for a clearer representation of the structure. The narrative solution to this puzzle
is as follows: first the player must assemble a disguise out of glasses and a fake
moustache and set of a car alarm to distract the security guard; these events can
happen in either order. Then the player can steal the distracted security guard’s
badge, and proceed to unlock the safe with it. Finally, once the safe is unlocked,
the player can open it and access the gold (the goal of the puzzle).
Generation per Game Area. The game areas are modular but conscious of
their context. New puzzles are created on a per area basis, with the generation
algorithm taking into account all currently accessible areas, all items currently
in the world, and all items in the player’s inventory. The generator ensures that
puzzle items chosen for a term are accessible and appropriate, making use of the
items’ area and notSpawnable properties. Additionally, generation will terminate
upon reaching an intermediate puzzle item that already exists in the world to
prevent recreating a puzzle that the player has already solved, or creating a
puzzle that is trivial, because the player already has the goal item.
Figure 3 shows how puzzles in each area can re-use items from previously
visited areas. For example, the goal for area 1 is re-used as one of the input
248 B. De Kegel and M. Haahr
items needed to acquire the goal for area 2, and one of the items from area 2
can be re-used as an input to a puzzle in area 3. Puzzles are generated per area
in a linear order for this example, e.g., the puzzles for area 2 are created after
the goal for area 1 has been achieved.
We do not make the assumption that the world is empty at the start—
existing objects in the scene can be included in the puzzles, if they are identified
as puzzle items. This is an important design choice for integrating puzzles into an
environment. Puzzle items could correspond to environmental features, such as
a lake, or large static structures, which are more easily placed in the game world
as part of scene design, allowing for freedom in the construction of the game
world. One reason for this choice is the potential use of this puzzle generator
in a game with a procedurally generated environment, such as Minecraft or No
Man’s Sky. In these games, the puzzle generator could run as a separate layer on
top of the existing generator and construct puzzles featuring already spawned
game objects, environmental features and NPCs.
The puzzle generator also tracks the depth of the tree that represents the
current puzzle, allowing for a designer specified puzzle length. The number of
actions needed to solve a puzzle is also determined by the breadth of the tree but
due to a low average branching factor (most rules will have one or two inputs),
depth influences the length of the solution sequence more than breadth.
Next to puzzle generation, the grammar rules also provide the in-game logic
that allows a player to solve a generated puzzle. For this purpose the rules are
used from right to left; the inputs on the right hand side must be satisfied in
order to produce the output(s) on the left hand side. Inputs are satisfied when
they are co-located, which could be through use of an inventory system, and
have all of the required properties. When the inputs for a rule are satisfied,
the action to execute that rule is provided to the player. Only when the player
chooses that action is the rule actually executed, i.e., are its inputs replaced
by its outputs. While the generator only looked at the first (main) output, each
output is important in-game because they indicate which items should be created
and/or destroyed.
3 Conclusion
designated as puzzle items, including trees, corn stalks and a well. On a given
playthrough, each of these may or may not be used in the puzzle (depending
on the puzzle created), but it is always possible to interact with the items. This
adds consistency to the world, and can throw the player off in terms of what
items he/she needs to complete the puzzles for an area. In future work, we plan
to create a bigger game and evaluate the approach through a user study.
References
1. Dart, I., Nelson, M.J.: Smart terrain causality chains for adventure-game puzzle
generation. In: 2012 IEEE Conference on Computational Intelligence and Games
(CIG), pp. 328–334. IEEE (2012)
2. De Kegel, B., Haahr, M.: Procedural puzzle generation: a survey. IEEE Trans.
Games (2019). https://ieeexplore.ieee.org/abstract/document/8718565
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adventure games: the puzzle-dice system. In: Proceedings of the Third Workshop
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4. van der Linden, R., Lopes, R., Bidarra, R.: Procedural generation of dungeons.
IEEE Trans. Comput. Intell. AI Games 6(1), 78–89 (2014)
JUNGLE: An Interactive Visual Platform
for Collaborative Creation
and Consumption of Nonlinear
Transmedia Stories
1 Introduction
As the patterns of consuming and creating story content evolve, stories are
increasingly generated by many authors working together to create rich, immer-
sive, often interactive, and engaging experiences that are told across multiple
media formats. Traditionally passive consumers are now dynamic prosumers,
who like to be actively engaged in influencing the outcome of narratives. Existing
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 250–266, 2019.
https://doi.org/10.1007/978-3-030-33894-7_26
JUNGLE 251
online platforms and communication systems provide isolated support for collab-
oration, nonlinearity, or transmedial stories. However, there exists no accessible
platform for collaborative authoring and consumption of nonlinear transmedia
stories.
There are four key requirements towards meeting this goal. (1) Exploration:
It should be intuitive to explore vast libraries of complex, nonlinear, transme-
dial stories in an effort to find new stories to consume and contribute to. (2)
Consumption: The system should facilitate the discourse of nonlinear and trans-
medial story content, with stories told using multiple media forms, and branch-
ing in different directions. (3) Collaborative Creation: It should be easy to add
new content (text, images, video, etc.) while working with others. (4) Seamless
Interfaces: A seamless transition between exploration, consumption, and cre-
ation should simplify the process of finding new stories to consume and identify-
ing points in the story to build upon, effectively empowering even traditionally
passive content consumers to become prosumers.
Fig. 1. Visual interfaces in JUNGLE: (a) A planet-based metaphor for exploring large
collections of story worlds. (b) Selecting a story planet allows the user to explore
stories (visualized as continents) in that particular story world. (c) A traditional list-
style interface for story exploration. (d) Interface for story consumption with left panel
visualizing the story graph. (e) User selects an alternate branch of the story to consume.
(f) Sketchboard interface for collaborative editing of story bits. (g) Story bits can be
easily integrated into existing story. (h) Resulting story. Camera images sourced from
Wikimedia under either Creative Commons license or from the Public Domain.
In this paper, we present JUNGLE, an interactive visual platform for the col-
laborative authoring and consumption of nonlinear, transmedia stories. JUNGLE
was iteratively designed to make exploration intuitive, collaboration on ideas
straightforward, addition to existing nonlinear and transmedial story content
easy, and transitions between exploration and consumption unobtrusive. We
introduce a general representation of a story which is visually encoded at differ-
ent levels of abstraction, each of which caters to a particular interaction task. We
explore the benefits and trade-offs of a traditional side-scrolling interface and a
planet-based metaphor for exploring stories among multiple story worlds. Stories
are consumed using a bi-directional scrolling interface with support for branch-
ing. A sketchboard interface is introduced to promote collaboration on individual
252 M. Kapadia et al.
media elements (story bits), which can then be integrated into a story to fork
it into new and exciting directions. In addition, we provide a comprehensive
evaluation with two studies: first, a small-scale study to focus on the usability
of JUNGLE and next, a large-scale study to demonstrate that long-term engage-
ment in this platform results in (a) collaborative efforts to produce new story
worlds, (b) a diverse assortment of linear and branching narratives told through
multimedia, and (c) a trend of users transitioning from consumers to prosumers.
The primary purpose of JUNGLE and study is to facilitate the collaborative
content ideation and creation process. The study scope has been for evaluation
of the JUNGLE system as a means of research on enhanced cooperative creation
tools, without intent of productization or commercial outcome. The concepts
of ownership, access rights, audience adaption, prosumer migration of franchise
cannon and wider prosumer media scenarios (e.g. video games) could potentially
be developed in the JUNGLE platform, however, these emerging and complex
topics are explicitly beyond the scope of this paper.
2 Related Work
Storytelling has been explored from a wide variety of perspectives (both aca-
demically and commercially) toward the development of platforms for collabo-
rative user-generation of interactive stories using different media. Storied Navi-
gation [26] provides an intuitive video editing interface to piece video clips from
a text annotated corpus to create compelling video stories. GameBridge [22]
presents a nonlinear transmedia story concept within the “Game Of Thrones”
story world that combines plot points from the TV show and books. Shwirtz
and colleagues [27] explore the impact of social media as a storytelling medium,
and its potential for innovative creators to push the boundaries and invent new
genres of content and means of connection with audiences. Sadauskas et al. [24]
present a prewriting support tool to prepare meaningful writing topics from
social media. Balabanović et al. [6] presents a physical interface for local photo
sharing, analogous to a conventional photo album, as well as recording of sto-
ries that can be sent to distant friends and relatives. The Graphic StoryWriter
(GSW) [30] enables users to create stories through the manipulation of graphic
objects in a simulated storybook, relying on a rule-based story engine to guide
story development and generate text. CANVAS [16] provides a visual storyboard
metaphor for authors to rapidly prototype and visualize 3D animated stories.
Interactive stories [12] strive to transform traditional passive experiences into
immersive, engaging experiences where the user can influence the outcome of the
narrative. Andrews et al. [5] presents an interactive branching comic for consum-
ing interactive digital narratives. More generally, interactivity is important for
exploring new content. Utilizing the Space-Time Continuum creates Adaptive
Storyworlds [25] that inspire a framework completely controlled and organized
while yet still available to free and open exploration. Mauro and Ardissono [21]
developed a co-occurrence graph for the exploration of complex information
spaces such as those managed by Geographical Information Systems. Games
JUNGLE 253
3 JUNGLE Platform
We describe the various capabilities of the JUNGLE platform and the theoretical
motivations that influenced them. The careful user studies described in later
sections explain the empirical motivations behind this research on data-driven
collaboration enhancement.
Story Consumption Interface. The user selects a story to consume (or add
to) using one of the two exploration modalities described above. This transi-
tions the user to the consumption interface by default. A unique challenge is to
consume stories that contain a combination of media forms, and have multiple
branching points. To meet these requirements, the user is presented with two
visual representations of the story, as shown in Fig. 1(d). The left panel contains
a traditional story graph representation which provides a complete perspective
of the entire story structure at a glance. The main panel provides a full-size view
of each story bit. Scrolling vertically allows the user to proceed down the current
story path, consuming story bits (text, images, audio, or videos) in accordance
to the progression of the narrative. This is similar to current consumption inter-
faces which present users with linearly ordered media atoms. In order to support
non-linearity in the story structure, the user has the option to scroll horizontally
at any decision point in the story graph, where the user may choose to continue
along the current story path, or take the story in a new direction. While con-
suming stories, users may post comments associated with specific story bits for
other users to read.
4 Usability Analysis
Experiment Procedure and Task. Each subject was first given a brief intro-
duction to JUNGLE and then asked to perform the following tasks in sequence:
(a) Exploration task using Interface A, (b) Exploration task using Interface B,
(c) Consumption task, and (d) Creation task. The exploration task required the
user to find a specific story within a pre-existing collection of user-generated sto-
ries from a previously conducted large-scale study (see description below). The
two exploration interfaces (traditional flat interface and planet interface) were
randomly ordered for each user to mitigate the effect of learning over successive
exploration tasks. For each exploration task, the user was asked to find a differ-
ent story. Upon selecting a story, the consumption task required the user to use
the consumption interface to go through the story while viewing the different
transmedial story bits, and exploring the different branching options within the
same story. The creation task involved uploading an image to create a new story
bit using the sketchboard interface and creating a new branch by integrating
them into the story.
258 M. Kapadia et al.
After each task, the subject was Table 2. Results of SUS scores
asked to fill out the System Usability System x̄ x̃ σ
Exploration (List) 77 77.5 4.93
Study (SUS) questionnaire [10], which
Exploration (Planets) 74.83 75 5.71
is a standard measure to quantify the Consumption 73.17 75 7.29
usability of a system. The questionnaire Creation 70.67 75 9.33
also included a few additional questions JUNGLE 72.67 75 10.10
(see Table 1) to qualitatively analyze
the exploration, consumption, and creation aspects of JUNGLE. Questions were
on a 5 point Likert scale (Strongly Disagree, Disagree, Neutral, Agree, Strongly
Agree). Redundant questions were interspersed within the regular set of ques-
tions to ensure the responses from the users were valid and not randomly entered.
Upon the completion of all 4 tasks and their respective questionnaires, the user
completed the SUS form for the whole system. The study was concluded with a
short oral debrief, having a total duration of less than 60 min per subject.
Table 2 shows the average, median,
and standard deviation of the SUS
scores for: (a) exploration using tra-
ditional flat interface, (b) explo-
ration using planet interface, (c)
story consumption, and (d) story
creation. While SUS scores are par-
ticularly valuable to measure the rel-
ative improvement of the system’s
usability across versions, we can use
guidelines [7] (SUS > 70 is consid- Fig. 4. User study questionnaire results.
ered to be “Good”), coupled with Questions marked with a prime symbol had
the oral feedback from the users at their response results inverted for consis-
the end of the study, to deduce that tency (Q’ = 5–Q1).
the users were able to successfully
use all aspects of JUNGLE without hindrance and minimal supervision or training.
No significant discrepancy in SUS scores between the specific aspects of JUNGLE
was observed, alluding to the relative maturity of the interfaces.
Users were asked additional questions to qualitatively evaluate the various
aspects of the system and to compare the two exploration interfaces. The ques-
tions are provided in Table 1. Some of the questions expected negative responses,
and additional redundant questions were also included in the study for valida-
tion purposes. The aggregate statistics of the user’s responses are illustrated in
Fig. 4. According to the study, users find it easy to consume stories in JUNGLE
with different media types, and are able to use the interface to explore the differ-
ent branching points in a narrative. In addition, users find that the sketchboard
provides an intuitive interface for collaboration between users and integration of
new story bits into the story graph.
JUNGLE 259
List vs. Planet Interface for Story Exploration. We compare the list and
planet interface for exploring stories on three factors:
(a) Q1’: Ease of finding a spe- Table 3. Comparative analysis between List and
cific story, Planet Interface for exploring stories in JUNGLE. The
(b) Q2: Enjoyment in brows- response values of Q1 have been inverted in this
ing, analysis for consistency.
(c) Q3: Discovering new and Q List Planet t df p 95% CI
unknown story content (Table 1). μ σ μ σ LB UB
Paired t-tests were conducted Q1’ 4.47 0.74 3.00 1.0 4.56 25.85 0.0001 0.81 2.13
Q2 3.53 0.92 4.60 0.74 –3.52 26.78 0.002 –1.69 –0.44
to compare the list and planet
Q3 3.07 1.16 4.13 0.63 –3.11 21.77 0.005 –1.78 –0.36
interfaces for these three fac-
tors. The analysis results are
reported in Table 3, which shows a significant difference in the mean user
scores for all three factors: (a) Q1’: t(25.85) = 4.56, p = 0.0001. (b) Q2:
t(26.78) = −3.52, p = 0.002. (c) Q3: t(21.77) = −3.11, p = 0.005. The results
suggest that the users found the traditional list interface easier to use for finding
specific stories and the planet interface more engaging for browsing through a
large collection of stories or for discovering new, previously unseen story content.
This indicates the potential for both interfaces to accommodate different kinds
of exploration tasks, as well as creative styles.
5 User Studies
In addition to the small-scale study described above, JUNGLE has been rigor-
ously evaluated with 6 studies conducted over a period of 1.5 years, the results
of which have been used to iteratively design and improve the platform. We
briefly describe the results of the first set of studies, which has led to the current
evolution of the JUNGLE platform.
(a) (b)
Fig. 5. (a) Average user activities for clusters of story planets with unique media
signatures. (b) User activity trends.
260 M. Kapadia et al.
Five preliminary studies were completed for the purposes of validating the poten-
tial of collaborative authoring of nonlinear transmedial stories and to explore
group dynamics during the creative process. In the 1st and 2nd studies, a physi-
cal one-day workshop was conducted where users (19 and 18, respectively) were
asked to either write a whole story or finish a story. Users were split into groups
and asked to work together to create the stories and their conclusions. They
were encouraged to produce drawings, recordings, and take any material they
liked from free resources on the Internet. Surveys from these workshop studies
always elicited positive feedback towards the collaborative environment and the
task. In the 3rd and 4th studies, individual user tests were conducted where
users (5 and 6, respectively) of different nationalities were asked to interact with
a preliminary version of the planet-based story exploration interface. Follow-
ing a short tutorial, users found the planet metaphor intuitive and found the
notion of branching stories intriguing. In the 5th study, a preliminary version
of JUNGLE with exploration, consumption, and creation capabilities was released
to 190 users from all over the world. Users were invited to browse through the
story worlds and continue developing the stories in any way that they wished
using images, text, audio, or video. Collaboration was not supported in this ver-
sion, and users could not interact with each other. 80 out of 190 users developed
stories, while all users explored and consumed content in JUNGLE.
The sixth study was conducted with 354 users, who were given free access to the
JUNGLE platform over a period of six weeks. Users ranged from 16 to 71 years
old (μ = 32, σ = 8.54). 62% of the users were female, 37.7% male, and 0.3%
identified as gender queer. They were asked to test the platform with no further
instructions.
User Engagement. Users spent an average of 71 min on the platform with the
top 30 users spending an average of 380 min on the platform. Users visited 11498
scenes and contributed 1228 comments, 243 likes, and 1021 story path ratings.
(a) (b)
Fig. 6. (a) Media signatures of some user-authored stories. (b) Histogram of relative
user activity.
Fig. 7. Stories with different media signatures. Node color indicates the media type:
Composite (orange), Text (cyan), Image (magenta), Video (indigo), and Sequence (yel-
low). The story titles are as follows: (a) Art and the Unconscious, (b) Mystery of the
Lost Wallet, (c) Panic on Planet Parmeson, (d) Tempo Vola, (e) A Tale of Two Lovers,
(f) Leila’s Story, (g) Play with Food. (Color figure online)
User Activity. Within the scope of this study with careful attention to pri-
vacy, we temporarily logged the activity profiles of users according to activity
type (exploration, consumption, creation, or communication) that the users were
currently engaged in. The activity trends over the duration of the study are
illustrated in Fig. 5b. Following an initial surge in user activity, we see a steady
pattern of exploration, consumption, and creation across users, with periodic
spikes that might be attributed to new story initiatives by active users. Note
that no professional content was added by us for the duration of this study.
All content was user-generated for this hypothetical collaborative creation study
only, without any intent of formal production. A histogram of the relative user
activity for all users is provided in Fig. 6b. While a large percentage of the users
spend the majority of their time exploring and consuming content, a significant
number of active users communicate and collaborate with one another to create
new story content.
6 Conclusion
JUNGLE is an interactive visual platform that allows both novice users as well
as creative professionals to collaboratively create and consume branching story
structures that take the form of various combinations of video, images, and text.
JUNGLE has been extensively evaluated in both controlled studies and large-scale
free-form experiments with hundreds of users over several weeks of activity. Our
analysis shows that JUNGLE delivers users the ability to create and consume
nonlinear, transmedial stories. In addition, we observe a marked increase in the
creation activities of users with time spent on the platform (the longest study
lasted 45 days), which is indicative of user up-conversion.
While the platform is now in a
mature state that has been tested
and refined across studies spanning 18
months, we will continue to improve
JUNGLE based on user feedback. For
example, story ownership and access
rights will be integrated and studied
Fig. 9. Different story graphs that were
for more perspective on the collabora-
authored by JUNGLE users. Node colors
tive creation process. Our latest results indicate the user who was responsible for
reveal that users prefer different inter- creating the story bit. (a) Tempo Vola, (b)
faces (a list-style interface vs. a planet Leila’s Story, (c) Tales of Terror, (d) Panic
metaphor) depending on the explo- on Planet Parmeson. (Color figure online)
ration task. For future versions of the
platform, we would like to consolidate both these interfaces for exploring stories
into a single, unified experience.
JUNGLE opens up several exciting avenues of future research in story telling
and the analysis of the creation and consumption activities of different user
groups. We are interested in studying how new stories can be recommended
264 M. Kapadia et al.
to users (both for creation and consumption), based on their past activities.
Our story representation makes it possible for existing stories to adapt dynami-
cally and be personalized based on the viewers preferences. In future, analysing
whether users from different age groups have similar or different preferences in
interaction UI, content creation, and consumption behaviors. Further analysis
into the media signatures of stories authored will provide insights into new genres
and story archetypes of JUNGLE.
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266 M. Kapadia et al.
Abstract. Story sifting, also known as story recognition, has been iden-
tified as one of the major design challenges currently facing interactive
emergent narrative. However, despite continued interest in emergent nar-
rative approaches, there has been relatively little work in the area of
story sifting to date, leaving it unclear how a story sifting system might
best be implemented and what challenges are likely to be encountered
in the course of implementing such a system. In this paper, we present
Felt, a simple query language-based story sifter and rules-based simu-
lation engine that aims to serve as a first step toward answering these
questions. We describe Felt’s architecture, discuss several design case
studies of interactive emergent narrative experiences that make use of
Felt, reflect on what we have learned from working with Felt so far, and
suggest directions for future work in the story sifting domain.
1 Introduction
The problem of story sifting involves the selection of events that constitute a
compelling story from a larger chronicle of events. Often this chronicle is gener-
ated through the computational simulation of a storyworld, whose output con-
sists of a profusion of events, many of which are relatively uninteresting as nar-
rative building blocks. The challenge, then, is to sift the wheat from the chaff,
identifying event sequences that seem to be of particular narrative interest or
significance and bringing them to the attention of a human player or interactor.
Ryan, who introduced the term “story sifting” [33]—as well as its predecessor,
story recognition 1 —has identified story sifting as one of four major challenges [34]
currently facing work in the domain of interactive emergent narrative. Emergent
narrative, which Ryan characterizes as the approach taken by many of both the
greatest successes and failures in the area of story generation, remains an area of
interest for interactive narrative design [20,22] and narrative generation [1,19]
communities. Despite this ongoing interest in emergent narrative approaches,
however, story sifting has received relatively little attention to date.
1
As distinct from the natural language understanding term “story recognition”, which
refers to the identification of embedded story content in natural language text.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 267–281, 2019.
https://doi.org/10.1007/978-3-030-33894-7_27
268 M. Kreminski et al.
There has also been a recent wave of interest in retellings [8,16,17]—the sto-
ries players tell based on their play experiences in interactive narrative games—
and in how design elements of games can facilitate and frustrate the player’s
creative process. From this perspective, story sifters could be viewed as mixed-
initiative creativity support tools [21] that help players narrativize their play
experiences by surfacing sites of potential narrative interest as they emerge.
One goal of the Bad News project [38] was to learn lessons about story
sifting needs that could be applied to the design of a computational system
that performs story sifting. Unfortunately, a computational story sifter that
incorporates the learnings from Bad News has yet to materialize. At the same
time, our own recent work has involved the design and development of several
interactive emergent narrative projects, and we have increasingly found ourselves
making use of approaches that resemble story sifting, especially in designing
interactive narrative systems that position the human interactor as a narrative
co-author. As a result, we have begun to develop a simple story sifter geared
primarily toward use in a mixed-initiative context—a system that assists players
in the process of narrativizing their play experiences by helping them locate sites
of potential narrative interest in a larger simulated storyworld.
Our system, Felt, implements a variation of one of the approaches to story
sifting discussed by Ryan, namely that involving the human specification of
interesting event sequences. In order to ensure that our human-specified event
sequences are generalizable, we implement them not as literal sequences that
must be matched exactly, but as sifting patterns: queries that seek out ordered
sets of events matching certain criteria, with the possibility that other events may
be interspersed between the events that are matched. In the remainder of this
paper, we discuss related work in story sifting and adjacent areas; elaborate on
the design of Felt; present three design case studies of in-development interactive
narrative projects that make use of Felt; and discuss what we have learned from
the design, development and application of Felt about story sifting in general.
Many of the design decisions that went into Felt are naı̈ve. This is by design:
at each turn, we attempted to do the simplest possible thing that had a reason-
able chance of realizing our design intent. It is our hope that Felt functions as
a computational caricature [40] of a query language-based story sifter, oversim-
plifying where necessary to ease development while still containing fully realized
versions of the key features that are needed for the system to serve as an effective
argument for the value of our approach.
2 Related Work
Ryan’s original paper introducing the term “story recognition” [34] provides a
partial list of existing systems that do something similar to story sifting, includ-
ing The Sims 2 [25], which recognizes sequences of events that match the early
steps of pre-authored “story trees” and nudges the simulation engine to promote
the completion of the story tree [4,29]. Also of note is the Playspecs [30] system,
which applies regular expressions to the analysis of game play traces. Samuel et
Felt: A Simple Story Sifter 269
3 System Description
a character char; and that char must have the impulsive trait. The system
will then consult the database and return a list of all possible combinations of
variable bindings for the pattern as a whole.
In designing a Felt storyworld, users combine sifting patterns with several
other features to define actions. The structure of actions is directly inspired
by the structure of rules in Ceptre [23], a linear logic programming language
for specifying interactive simulationist storyworlds. An action consists of a sift-
ing pattern; an optional weighting function that decides how likely it is that this
action should be performed, given a set of bindings for the logic variables defined
in the sifting pattern; and a function that constructs an event object representing
this action, which will be added to the database if this action is chosen to be
performed. A minimal event object contains an autogenerated timestamp, which
can be compared with the timestamps of other events to determine which hap-
pened first; a short string identifying its event type; and a template string into
which the values of bound logic variables are substituted to produce a human-
readable description of the event. It may also contain zero or more effects, which
describe any other updates that must be made to the database if this event is
accepted as part of the history of the storyworld, and possibly other properties
on a case-by-case basis, such as the ID of an earlier event that was a direct cause
of this event. Because actions are added to the database as events, Felt’s story
sifting features can be used to run sifting patterns over the history of everything
that the simulated characters have said and done (Fig. 1).
Fig. 1. A moderately complicated Felt sifting pattern that will match a sequence of
two betrayals perpetrated by the same impulsive character, with no other actions per-
petrated by the same character (but arbitrarily many other events) in between.
4 Case Studies
4.1 Starfreighter
Starfreighter [14] is an in-progress procedural narrative game in which the player
captains a small starship in a procedurally generated galaxy, completing odd jobs
Felt: A Simple Story Sifter 273
to make a living while managing the needs of a small crew. The primary intent
of this game was to test whether parametrized storylets [18]—atomic units of
narrative content that, like Felt actions, are equipped with slots, preconditions,
and effects—could be used to produce compelling emergent story arcs for pro-
cedurally generated characters.
It was while working alongside the developers of this game that we began
to develop the earliest version of Felt. Like Felt, Starfreighter stores a chronicle
of past events (framed as a sequence of “memories” accessible to the characters
who participated in each event) and provides features for architecting storylets
that refer directly to sequences of past events that meet certain criteria. As
a result, Starfreighter storylets can contain instances of characters reflecting
on sequences of past events, such as the circumstances that led them to leave
their home planet or the evolution of their ongoing relationship with another
character. Whenever the player completes a storylet, Starfreighter evaluates the
sifting patterns of all other storylets to identify which ones it would currently
make sense to present to the player, then chooses from this pool via simple
weighted random selection—essentially using story sifting to implement a form
of what Short terms salience-based narrative [39].
The early version of Felt used in Starfreighter differs significantly from the
version we present in this paper. Most importantly, sifting patterns in this early
version of Felt were not authored in terms of a true query language, but in terms
of an ad-hoc collection of functions that retrieved entities from the game state
in specific predefined ways. One notable consequence of this design decision was
that, although storylets were equipped with sifting patterns that could bind a
set of logic variables to appropriate values, the system would make no attempt
to unify these variables with one another, meaning that there was no guarantee
of being able to find all of the possible instantiations of a sifting pattern at any
given time. Additionally, the authoring of new content became bottlenecked on
the development of new functions that enabled the authors of sifting patterns
to ask specific questions about the game state, forcing content authors to either
learn how to write these often-complicated functions themselves (requiring deep
knowledge of how the game state was structured) or else wait for the game’s lead
developer to implement the functions they had requested. Finally, because there
was no straightforward way to get all of the possible instantiations of a sifting
pattern in the context of the current game state, debugging was consistently
difficult; in particular, if a sifting pattern was repeatedly failing to match a set
of values for which it ought to succeed, the nondeterministic nature of sifting
pattern resolution made it difficult to determine why.
Due to these issues, development of Starfreighter was temporarily suspended,
with the intent to return to it in the future. Much of the existing Starfreighter
content is now being rewritten using a modern version of Felt, which has helped
to alleviate each of these issues.
274 M. Kreminski et al.
Buddy [37], and leverages Felt’s per-action weighting functions to judge how
dramatically significant a given action would be if performed.
CMCK is also notable for its use of story sifting to highlight character per-
sonality and subjectivity through sifting-driven reinterpretation of events. Each
CMCK character holds several randomly selected values drawn from a pool of
eight possible values, and these values are used in sifting patterns to influence
how characters will interpret certain event sequences. Consider, for instance, a
sequence of events in which a character forbids anyone from using the kitchen
until a crime that took place there has been thoroughly investigated. A char-
acter who values comfort above all else may evaluate this sequence of events
very differently than a character who values safety. Much as Terminal Time [24]
narratively spins historical events to cater to the audience’s ideological biases,
and Caves of Qud ’s biography generation system [13] retroactively decides how
to interpret the motivations behind a character’s randomly generated actions,
CMCK characters engage in retroactive interpretation of events through the
sifting of their own stories, one another’s stories, and the stories of the world
around them. Moreover, in CMCK, the differential interpretations that result
from this process of sifting serve as the main driver of character conflict. In this
sense, CMCK could be viewed as an instance of AI-based game design [9,41] in
which the AI process at the heart of the play experience is a story sifting engine.
4.3 Diarytown
actions in a person’s everyday life. Some are optionally parametrized with char-
acter names, places, and other reference nouns, which the player defines during
play. The parametrized nature of Felt actions make it ideal for representing
elements of these complex diary entries as simulation actions.
Felt is also being used to simulate autonomous town activities and back-
ground characters that are partially conditioned on player-entered actions and
character definitions. This integration of player-defined and autonomous actions
allows us to playfully extrapolate on a player’s account of their daily life,
and leverage the expressive affordances of emergent narrative (which generally
requires a large number of events to sift through) even when there are relatively
few player diary entries.
In the context of the Diarytown project, Felt was introduced to four high-
school-aged research interns, three of whom had some prior programming expe-
rience (primarily in Java) and one of whom had none. At the end of a single
day of instruction, all four interns were able to author new actions (including
sifting patterns) on their own. Within a week, they had authored 85 new actions
without expert intervention.
5 Discussion
5.1 Authoring Sifting Patterns
When adopting an approach to interactive narrative that makes integral use
of story sifting, the design and development of sifting patterns becomes part
of the content authoring pipeline. As such, we made it one of our design goals
for Felt to make the authoring of sifting patterns as easy and approachable as
possible. As a result of this focus on approachability, we initially intended to
provide sifting pattern authors with a large library of preauthored functions for
accessing the database in certain specific ways, and thereby to avoid creating a
situation in which sifting pattern authors had to learn how to interact directly
with the complicated network of relationships between game entities.
In practice, however, we soon found that it was very difficult to anticipate in
advance the full range of questions that a sifting pattern author might want to be
able to ask about the game state. This made it near-impossible for us to create
an adequate library of preauthored functions. As a result, we found ourselves
turning instead toward the path of giving sifting pattern authors access to a
“real” query language. Query languages are designed for flexibility, enabling the
user to ask a wide variety of questions about the game state on an as-needed
basis—including questions that no one specifically anticipated ahead of time.
It may, at first glance, seem counterintuitive that authoring can be made more
approachable by presenting content authors with a query language they must
learn. However, as argued by Nardi [28] and evidenced by the widespread suc-
cess of the Tracery language [6] among users with little or no prior programming
experience, people are generally quite good at learning simple formal languages
when the language is tied to a task they want to perform. This is especially
the case when a gentle on-ramp to query authoring is available: novice content
Felt: A Simple Story Sifter 277
the authoring of sifting patterns that operate over these externally generated
events. However, in practice, it is often desirable to make use of sifting patterns
within the definition of simulation actions, as this enables the straightforward
authoring of character actions that involve characters reflecting on, interpreting,
and responding to events that have transpired in the past. Therefore, in every
project to date that has made use of Felt’s story sifting features, Felt’s simulation
features have also been employed.
One top priority for future work on Felt involves the design and development
of a more sophisticated domain-specific query language for story sifting, with
features that enable more concise expression of common concepts within sifting
patterns. Currently, complicated Felt sifting patterns can be quite long and
unwieldy. A more sophisticated query language could help ameliorate this, ideally
without adding so much additional complexity that content authoring becomes
bottlenecked on the development of expertise as a user of the query language.
Felt already makes extensive use of sifting patterns, but we have as of yet
made no attempt to implement what Ryan refers to as sifting heuristics: nonspe-
cific, high-level computational models of an event sequence’s storyfulness, which
may be used to guide a story sifting system to prefer some event sequences over
others. For this, we may be able to draw on general-purpose models of event
relatedness, including Indexter [5]: a computational model of event relatedness
based on event recall in human memory. Of the five major contributing factors
to perceived event relatedness that the Indexter model describes, many existing
Felt sifting patterns make use of at least three (namely searching for sequences
of events that share a common protagonist, causal relatedness, and common
intentionality), and Felt’s explicit modeling of causality and intentionality may
make it a good testbed for an Indexter-inspired set of sifting heuristics.
More generally, it is our hope that, by presenting this system, we will encour-
age the development of a wide variety of approaches to story sifting. The
query language-based approach we explore here is only one of many possible
approaches, and we have only presented a first step toward the realization of
our own preferred approach. We also hope that the existence of a “reference”
story sifter will inspire the design of new kinds of interactive narrative experi-
ences based on story sifting technology—particularly experiences that use sifting
to provide creativity support for the human interactor in a collaborative story-
telling context.
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Toolkit for the Creation
of a Drama Dataset
1 Introduction
In recent years, the massive availability of drama in digital form has triggered a
few projects that, on the one hand, aim at the annotation of metadata for the
dramatic texts for scholarly purposes, and, on the other hand, aim at exploiting
the knowledge about drama, in terms of characters’ personalities and events,
in further production deployments, such as, e.g., edutainment and fan–fiction.
These initiatives can be exemplified through, e.g., the OntoMedia and StoryS-
pace ontologies, respectively, and in the generic context of the digital humanities
by the Text Encoding Initiative1 . The OntoMedia ontology has been exploited
across different projects to annotate the narrative content of different media
objects (e.g., BBC series “Doctor Who” [1]). Major concepts are the notions of
character and event, respectively, and the order in which events are exposed in
media for cross-media comparison. In the field of cultural heritage dissemination,
the StorySpace ontology [2] supports museum curators in linking the content of
artworks through stories, with the ultimate goal of enabling the generation of
user tailored content retrieval [3]. More recently, as part of the more general effort
of constructing resources for the automation of language processing and genera-
tion, Elson has proposed a template based language for describing the narrative
content of text documents, with the goal of creating a corpus of annotated narra-
tive texts, called DramaBank [4]. DramaBank consists of 110 encodings, limited
to short stories, such as, e.g., Aesop’s fables. Multi-layer annotation of narratives
1
http://www.tei-c.org/index.xml, visited on 19 July 2019.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 282–289, 2019.
https://doi.org/10.1007/978-3-030-33894-7_28
Toolkit for the Creation of a Drama Dataset 283
is the goal of the Story Workbench tool [5], while minimal schemata are targeted
at grasping the regularities of written and oral narratives at the discourse level
[6].
These initiatives, rooted in narrative theories, tend to focus on the realiza-
tion of narratives though a specific medium, e.g., text, neglecting the universal
elements of dramatic narration that go behind the expressive characteristics of
each medium. Following the tenets of the Semantic Web paradigm, in previous
works, we have proposed the formal representation of the dramatic qualities in
the ontology Drammar [7] and we have argued on the notion of drama as a form
of intangible cultural heritage [8]. Dramatic qualities are those elements that are
necessary for the existence of a drama, avoiding references to style and artistic
issues; they can be retrieved in several drama analyses, e.g. [9–12] and have been
reported thoroughly in a wiki 2 . Preliminary releases of the Drammar ontology
have been validated and employed in a number of tasks: the illustration of the
dramatic qualities through schematic charts, for teaching and analysis purposes
[13], the implementation of emotional character models, for systems of auto-
matic storytelling [14], the encoding of Stanislavsky’s Action Analysis, useful
for supporting actor rehearsals and drama staging [15]. We have also designed
and implemented a web-based toolkit, named POP-ODE (POPulating Ontology
Drammar Encodings), for the task of metadata annotation of specific dramas,
through the creation of RDF (Resource Description Framework) graphs, aligned
with drama texts [16]. The individual graphs instantiate the general classes,
properties, and axioms of Drammar and are archived as OWL (Ontology Web
Language) files. These drama heritage items are abstractions from the specific
medium to safeguard the underlying dramatic qualities [17]. In this paper, we
present the POP-ODE toolkit and how it can be used for the creation of a drama
dataset.
2 Dramatic Qualities
The dramatic qualities abstract from the location, duration, form and func-
tion of a drama, which does not reduce to its discrete manifestations that are
documented in many different media (see [8], which applies the criteria in [18,
146–148] for drama as a form of intangible cultural heritage). Given a number
of dramatic qualities, a drama heritage item is an instantiation of the dramatic
qualities for a specific drama. The structure of drama is recursive; so, we can
identify the dramatic qualities for a whole drama as well as for some fragment
of a drama. We can say that a dramatic heritage item maps onto a delimited
fragment of a drama text or a whole drama text, and in particular the fragment
boundaries are defined through the persistence of some dramatic qualities.
We take, for example, the dramatic qualities on a fragment taken from the
“nunnery” scene in Shakespeare’s Hamlet. In this scene, situated in the Third
Act, Ophelia is sent to Hamlet by Polonius (her father) and Claudius (Hamlet’s
uncle, the king) to confirm the assumption that Hamlet’s madness is caused
2
https://www.di.unito.it/wikidrammar, visited on 19 July 2019.
284 V. Lombardo et al.
by his rejected love. According to the two conspirators, Ophelia should induce
him to talk about his inner feelings. At the same time, Hamlet tries to convince
Ophelia that the court is corrupted and that she should go to a nunnery. In the
middle of the scene, Hamlet puts Ophelia to a test to prove her honesty: guessing
(correctly) that the two conspirators are hidden behind the curtain, he asks the
girl to reveal where her father Polonius is. She decides to lie, by replying that
he is at home. Hamlet realizes from the answer that also Ophelia is corrupted
and consequently becomes very angry, realizing that there is no hope to redeem
the court. The climax incident in the scene consists of a question-answer pair:
This is a (very relevant) fragment: boundaries are decided through the detec-
tion of a specific goal pursuit, distinct from the goals pursued previously. Given
the classes and properties provided by the Drammar ontology [7], we have the
following dramatic qualities, displayed, for the sake of space, in a table format:
// hierarchical structure of scenes
- Scene (Level 0): Hamlet revenge on his father’s assassin
- Scene (Level 1): Hamlet madness for proving Claudius guilt
- Scene (Level 2): Polonius proves Hamlet madness for love
- Scene (Level 3): "nunnery scene"
- Unit (Position 7): Hamlet tests Ophelia for honesty
- Agents
- Hamlet
- Mental states
- values at stake: honesty
- beliefs: Polonius is in the room, Ophelia knows Polonius is in the room
- goals: prove Ophelia honesty
- emotions: Distress, Reproach, Anger
- Intentions // hierarchical
- plan: learn Ophelia honesty through question (NOT ACCOMPLISHED)
- action: saying ‘‘Where is your father?’’
- Ophelia
- Mental states
- values at stake: father’s authority, honesty
- beliefs: Polonius is in the room
- goals: respect father’s authority
- emotions: Disappointment, Joy, Shame
- Intentions // hierarchical
- plan: making Hamlet talk about feelings (NOT ACCOMPLISHED)
- plan: lying about Polonius in the room (ACCOMPLISHED)
- action: saying ‘‘At home, my lord.’’
- Conflicts:
- Goal/Plan conflict: Hamlet’s proof for honesty VS. Ophelia’s respect for father’s authority
- Value conflict: honesty VS. father’s authority
The agents are Hamlet and Ophelia. Agents are characterized by their mental
states and intentions they plan to undertake, respectively. Values at stake and
beliefs of the agents determine the formulation of goals. Actions are undertaken
through planning (sometimes, only hardwired reactions, such as, e.g., “lying”) to
achieve the goals. Planning is hierarchical, with long term plans (“making Hamlet
talk about feelings”) and short term plans (“learn Ophelia honesty through a
question”). Actions can be accomplished or not.
Toolkit for the Creation of a Drama Dataset 285
3 Toolkit POP-ODE
Since the use of ontology editors and reasoning tools is challenging for the schol-
ars in the humanities [19], we provide annotators with a friendly environment
that abstracts from the details of the ontology representation. The POP-ODE
toolkit realizes a pipeline and a system for the creation of encoded dramas. It
consists of a web-based interface, a series of intermediate modules, and a visual
tool; the details of the pipeline and the system can be found in [16].
Referring to Fig. 1, an annotator (left) works through a web-based interface to
fill a data base built according to the tenets of ontology Drammar, which encodes
the elements mentioned above, namely story units, agents, actions, intentions or
plans, goals, conflicts, values at stake (emotions are calculated automatically
from these data). Through the web-based interface (bottom left of the figure),
the annotator can select the text chunk for a unit from the .txt file, displayed on
the top left in white background (the selected text will appear on the right, in yel-
low). In our example, the annotator selects the excerpt above (Hamlet: “Where is
your father?”. Ophelia:“At home, my Lord”). The middle of the interface shows
the unit annotation (e.g., Unit 10 III 1); on the left and the right are the previ-
ous and the following units in the story timeline, respectively (in our example,
Unit 9 III 1 and Unit 11 III 1), with the values that are at stake or at balance
before and after the current unit. The lower part of the interface concerns the
agents’ intentions for this unit, and their possible accomplishments: from left to
right, the agent (e.g., Ophelia), her/his goal (e.g., “respect father’s authority”),
her/his plan for achieving it (e.g., “lie about her father”s position”), possible
conflicts (e.g., with Hamlet’s plan to learn about Ophelia’s honesty).
286 V. Lombardo et al.
Going back to the pipeline (upper part), the annotation introduced through
the interface, is encoded according to the Drammar ontology axioms (stored
in a conceptual model, an OWL file) through the mapper module DB2OWL,
which converts the data base tables into an Drammar Instantiated Ontology file
(OWL DIO file). Automated reasoning processes derive further knowledge from
the annotation (e.g., emotions felt by the agents). This file is later converted in
RDF format and made available via HTTP from a triple store. A further soft-
ware module, OWL2CHART, extracts the individuals and properties in a XML
Drammar Chart file, which is then visualized by the interactive chart module
[13], developed as a teaching device and an immediate validation of the produced
encoding. The interactive chart (lower right of the figure) includes a timeline of
the story units (middle part of the schema, black boxes), the hierarchical struc-
ture of scenes, each with its span on the units (upper part, grey boxes) agents’
individual tracks, where intentions are horizontally aligned with units (lower
part, colored boxes, colors identify agents – see headers on the leftmost col-
umn). Abandoned/failed plans are represented by incomplete arcs and marked
by a cross. Also, notice the hierarchical representation of the intentions of the
characters, with more complex intentions encompassing simpler intentions, the
simplest ones spanning only one unit. In the figure, complex intentions of Hamlet
and Ophelia alternate from left to right, to accumulate for the final conflict at
the far right of the scene.
Fig. 1. The PopODE annotation pipeline: the general method (upper row) and sample
thumbnails (lower row). (Color figure online)
The purpose of the Drammar corpus is the encoding of dramas from classic
repertoires, used in theatre, cinema and media teaching programmes. The POP-
ODE toolkit is available for scholars and students to provide encodings. Here we
Toolkit for the Creation of a Drama Dataset 287
briefly sketch a few encodings carried out in the last couple of years, while the
toolkit was in development.
Students, about fifty per year, receive a focussed short training in formal
representation (generic approach to logic languages, the Drammar ontology rep-
resentation, the goals of the encoding); then, they are assigned either a unit
from a classical drama for encoding (short term project), or a whole scene for
segmentation and encoding (long term project). They fill the forms concern-
ing the unit and agents’ intentions; they also annotate conflicts over plans and
values at stake. Inter-annotator agreement is managed by a supervisor, who is
an expert in drama studies. The intervention of the supervisor is necessary to
understand whether some annotation is a paraphrase of another and whether the
two annotations can be reduced to one. A typical case that has occurred is the
segmentation of a scene into units: some students only find a single unit, other
students find several units, and sometimes with partial overlaps. The policy of
the supervisor has been to identify the minimal units, and build minimal scenes
from them. Although the task looks very challenging, students with many kinds
of backgrounds (psychology, media studies, philosophy, linguistics) were able to
perform the task. The tool has proven to be effective in inferring a number
of classes and relations of the ontology that are syntactically important for the
coherence of the representation but are cumbersome and error-prone for the task
of a manual (or semi-manual) annotator. For example, when an annotator states
that some unit follows another unit, the tool automatically creates an object
timeline in the encoding. We are going to make a vast and effective test of the
annotation tool over several student classes, together with questionnaires and
ethnographic observations, to evaluate the functioning of the tool and create a
large corpus for studies in the digital humanities.
Once uploaded into a triple store server, the annotations can be retrieved
via the specific RDF query language, SPARQL, through an apposite endpoint.
For example, to investigate the intentions of agent Polonius we can formulate a
SPARQL query, which returns all the plans that annotators have attributed to
Polonius (36):
SELECT ?agent ?plan
WHERE {?plan drammar:isIntendedBy drammar:Polonius}
Coppola, dog VS. rabbit scene from The Snatch - Ritchie, “losing the other eye”
scene from Kill Bill - Vol. 2 - Tarantino), one musical drama fragment (mea-
sures 122–174 from Le nozze di Figaro - Mozart), a musical video clip (3-min
video Taylor Swift’s “You belong with me” - White), an animation short (2007
Oscar winner 2:30-min Oktapodi - Bocabeille, Chanioux, Delabarre, Marchand,
Marmier, Mokhberi).
The Drammar ontology encoding is able to address both the episodic nature
of the Brechtian epic narrative of the whole text of “Mother Courage” and
the dramatic climax of the two-character dialogue scene in the“Blade Runner”
movie, at different scales.
5 Conclusion
Acknowledgments. We thank Giacomo Albert and Carmi Terzulli for their contri-
bution to the development of the Drammar encoding and the POP-ODE toolkit.
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Villanelle: An Authoring Tool
for Autonomous Characters
in Interactive Fiction
1 Introduction
The rise in popularity of interactive narratives has led to the introduction of
authoring tools that aim to bridge the gap between two different skill-sets
required for creating an interactive narrative: narrative design (for authoring
the narrative, world and characters) and programming (for realizing the narra-
tive and the different mechanisms the author has in mind). Tools like Twine [11]
have gained wide user bases among underrepresented storytellers and game mak-
ers due to their usability without programming experience [5]. These tools allow
an author to quickly write and test the narrative ideas that they have in mind
without focusing the majority of their attention on implementation details.
Meanwhile, there is active and growing interest in creating procedural play
systems that promote player interest through worlds that continue to change and
grow without player intervention, yet respond to player input [27]. One way to
achieve this effect is through autonomous NPCs (non-player characters) who act
according to their own plans and goals and create emergent interactions among
themselves. The intelligent narrative research community has made significant
advances in storytelling with autonomous NPCs, including reactive systems such
as ABL [14] underlying the landmark interactive drama Facade [15], planning-
based systems that regenerate narrative arcs based on player decisions [1,22,23],
and the social practice systems encoded in CiF and Versu [4,17].
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 290–303, 2019.
https://doi.org/10.1007/978-3-030-33894-7_29
Villanelle: An Authoring Tool for Autonomous Characters 291
2 Related Work
Stern’s ABL [14]. These authoring tools were evaluated on an example referred
to as the “Lost Interpreter” scenario in which the player, as an armed soldier in
occupied territory, must show a photograph to locals in order to find their lost
interpreter. Green et al. [6] compare a broader range of contemporary author-
ing tools such as Twine, Inform, and Ren’Py, primarily for their user interface
affordances for learning, editing, and debugging. However, this work has not
evaluated tools in terms of their ability to express autonomous behavior, i.e.
actions taken by NPCs that are not in direct reaction to player actions. Vil-
lanelle’s adoption of BTs targets this mode of use in particular, and suggests the
need for a wider range of case study scenarios with which to evaluate interactive
narrative technology.
A number of other tools for interactive narrative authoring have been devel-
oped and described in academic literature, such as Scribe [18], IDTension [29],
Narratoria [30], and Mimmisbrunnur [28]. These tools place varying levels of
emphasis on NPC autonomy. Among these, Versu [4], CiF [17] (and its successor
Ensemble [25]), and the Spirit AI Character Engine demoed at AIIDE 2018 [24])
are probably the closest in their goals to Villanelle; however, all of these tools
have more of a focus on imparting characters with believable emotional and social
intelligence. In contrast, Villanelle is agnostic to the particular set of actions that
characters can carry out (whether they be related to mood changes, logistics like
moving between locations and manipulating items, or insulting or befriending
other characters) and is more concerned with the mechanics of authoring; i.e. on
evaluating BTs as a computational model for coordinating NPC behaviors.
Behavior trees have seen widespread adoption in the mainstream gaming
industry, particularly for NPC AI in real-time strategy and first-person shooter
games [9], and efforts have been made to make them easy for designers to author
through tools like BehaviorShop [8] and Unity3D’s Behavior Designer. In the IN
context more specifically, Kapadia et al. conducted an evaluation of behavior
trees for narrative authoring and user interaction [10], comparing them to a
story graph approach. This study was done using the Unity3D engine and an
existing story framework created by the authors. However, their user study found
that expert programmers still took multiple hours to develop a relatively mini-
mal example. Our approach to handling user interaction with BTs requires less
authoring overhead, and we anticipate that a similar example would take much
less time to author.
different characters with the same behavior. To minimize the learning curve, Vil-
lanelle chooses to implement only the minimal basic constructs of behavior trees:
sequencing, selection, conditions, and actions, using the formalism described in
previous work [13]. We recapitulate this formalism in this section.
Fig. 1. A diagram of the game loop architecture in Villanelle. Yellow nodes are authored
constructs, and blue nodes are run-time artifacts. The two edges labeled 0 represent
configuring the initial story world for the player using the authored user interaction
tree and initial state. Edge 1 indicates the player making a choice. Edge 2 propagates
this choice to the user interaction tree, which updates the world through edge 3. Edge 4
represents BTs for each agent collectively taking their “turns” and modifying the world
state. Finally, the to edges labeled 5 indicate rendering the updated world state to the
player, potentially offering different choices based on conditions in the user interaction
tree.(Color figure online)
Action nodes are responsible for mutating the world state. Actions need to spec-
ify their preconditions and effects. A precondition is a function that will inspect
294 C. Martens and O. Iqbal
Fig. 2. An example behavior tree for an agent. Composite nodes are color-coded orange
and shaped as plus signs or arrows, condition guards are colored blue and diamond-
shaped, and primitive actions are purple rectangles (Color figure online)
certain variables in the world state and return a boolean value. If it is true, the
effects parameter gets executed and if it is false, the Tick returns a status of
FAILURE. Effects are responsible for all observable changes, including printing
text that the player will see or changing variables that other agents may react
to.
As an example, the following code specifies an action node with a precondi-
tion that checks whether a door is unlocked, and if it is, opens the door. This
code implements the condition and action seen in the middle-right of Fig. 2.
c o n d i t i o n : not doorLocked
e f f e c t s : doorOpen := t r u e
selector :
condition : humanSaid “hello”
sequence :
- print “‘HEL - LO , ’ says the robot .”
- atDoor := false
condition : not atDoor and not throughDoor
- atDoor := true
3.3 Agents
Villanelle supports the use of BTs for specifying player interactions predicated
on the state of the world. The author does this by defining user interaction trees
that the framework runs after all the agent trees have run. See Fig. 3 for an
example. There are two authorable components of player interaction: what the
player sees, and the set of choices available to the player (coupled with their
effects). What the player sees may contain a description of the current scene and
the current state of some of the game’s variables. Player choices consist of a list
of actions the player can perform given the current state, as well as the effects
of each choice and the text description of the action having been carried out.
In prior work on usable authoring tools [18], researchers advocate for “one cen-
tralized tool in which [all] authoring functions take place.” Accordingly, we devel-
oped a standalone cross-platform desktop tool for writing and debugging inter-
active narrative works, available for download on the web.1 This tool includes
live visualization of all behavior trees created by the author and live rendering of
the game. Our goal is to allow authors to quickly prototype their ideas with the
built-in editor and play the game immediately after making their changes with-
out requiring additional steps. With live visualization of the trees, the authors
can graphically understand the structures that they are building and use the live
error reporting to help fix syntax and semantic issues instantly. If compilation
1
https://sites.google.com/a/ncsu.edu/villanelle/.
296 C. Martens and O. Iqbal
User Interaction:
- condition: botAtDoor
sequence:
- description: "There is a little robot here."
- user action:
action text: "Say hello"
effect tree:
effects:
- sayHello := true
- user action:
action text: "Wait"
effect tree:
effects:
- none := true
Fig. 3. This example presents the user with two possible choices, “Say hello” and
“Wait”, where the former is only active when the Robot agent is at the door. The
effects of saying hello set a variable that the Robot can respond to in its next turn.
succeeds, the author can play their game in the tool and see the statuses of the
different nodes of the behavior trees as the game progresses. We implemented the
tool using the Electron framework for creating a cross-platform desktop applica-
tion, the JavaScript React framework to handle rendering the application, and
Palantir’s Blueprints for the user interface.
Every new feature in the standalone tool was tested by developing a playable
experience that uses it. We have created and tested several playable experiences
with the tool, two of which we highlight here to demonstrate practicality and
breadth. We will explain the features of the editor using a case study based
on Weird City Interloper, a text adventure game by C.E.J. Pacian released in
2014. On the Interactive Fiction Database, it has 32 ratings, averaging 4.5 star
reviews [21]. We chose to port this game to Villanelle to evaluate its usability
for developing a choice-based exploratory game centering around conversation
with NPCs. Each NPC’s dialogue interface is controlled by a separate behavior
tree; see Fig. 6 for an example.
The Villanelle editor has two tabs, Script and Play (see Figs. 4 and 5 for
screenshots). On every change to the Script input, the game is rendered imme-
diately in the Play tab. If there are any errors in the input, the compilation fails
and an error message is displayed instead. The rendered game has two compo-
nents: the text display and the player choices. The text display consists of the
title of the game and scene, the scene description as given by the user interaction
tree, and the effect text provided for any agent actions that run, if any. In the
choice input pane, we render each choice authored in the user interaction tree
as a button that will execute the associated behavior tree when clicked.
The script tab primarily consists of the editor, seen in Fig. 4. The editor was
realized using an open source embeddable code editor called Ace Editor. We
used the built-in language mode for YAML, the syntax upon which we developed
the Villanelle surface syntax. The Ace Editor also provides general features like
a powerful search/replace functionality (which has regular expression support),
highlighting other same tokens when one is highlighted and line numbers.
In a side panel next to the editor, a tree is rendered live with every change
the user makes to the YAML in the editor. This tree is also responsible for
highlighting the errors in the code structure if there are any. Every individual
node which has children is expandable and collapsible. The following is how the
different components are shown graphically (see Fig. 6).
298 C. Martens and O. Iqbal
Tree Visualization. Behavior trees for agent nodes are rendered under each
agent. The visual structure of the behavior trees matches node for node the
structure in the YAML input. However, the conditions in actions, sequence or
selectors are represented as individual nodes themselves, with the associated
behavior tree node rendered as a child. This was done to visually create a sense
of ‘gate-keeping’ the conditions provide in terms of their coupling with nodes of
a behavior tree.
The number of ticks an action node takes is displayed as a clock symbol on
the right hand side of the corresponding condition node (if the action has no
explicit condition node, a ‘true’ condition node is rendered).
Nodes which have errors with types or with the Villanelle YAML schema are
reported as red nodes and their children are not rendered. The error message is
displayed on hovering over the erroneous node.
All ancestors of the erroneous node are automatically expanded so the author
does not have to search on their own (Fig. 7).
Villanelle: An Authoring Tool for Autonomous Characters 299
Fig. 8. The different statuses for the nodes show up as you play the game
Fig. 9. Code for a function provided by the API to execute all behavior trees defined
by the author for agents and user interaction.
for presentation in the AIIDE 2019 Playable Experience track [12], which shows
evidence of the strength of its gameplay.
Rime Royale was developed over the course of one Spring semester by two
undergraduate students, one responsible for art and narrative direction and one
responsible for AI and gameplay programming. Their success provides evidence
of Villanelle’s support for innovative forms of gameplay.
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A Hierarchical Approach for Visual
Storytelling Using Image Description
1 Introduction
2 Related Work
Research on computational story generation has been explored in two ways:
Closed-world story generation and open-world story generation. Closed-world
story generation typically involves the use of predefined domain models that
enable techniques such as planning to be used to generate the story. Open-world
story generation involves automatically learning a domain model and using it to
generate stories without the need for relearning or retraining the model [4].
Due to their ability to reason over sequences of textual input, sequence-to-
sequence networks are typically used to perform open-world story generation.
To better help these networks maintain context over long story sequences, many
researchers have chosen to make use of event representations that distill essential
information from natural language sentences [4,13,20]. These event representa-
tions make story generation easier in that the network only needs to focus on
generating essential information. In our work, we perform the more complex task
of reasoning over both story information as well as visual information. In addi-
tion, we do not make use of event representations, choosing instead to generate
full text sentences.
Visual narrative has been explored previously, primarily utilizing planning-
based approaches [2]. With the release of the first large-scale, publicly available
dataset for visual storytelling [7], approaches based on machine learning have
become more viable for the task. In [7], they propose a sequence-to-sequence
network to generate story from image sequence which has been being used as
a strong baseline for the visual storytelling task. [12] has proposed a visual
storytelling pipeline for task modules which can serve as a preliminary design
for building a creative visual storyteller. [16] has proposed a visual storytelling
system where previous sentence is used to generate current sentence. [9] and [19]
are the two winners from the VIST challenge in 2018. GLAC Net [9] generates
visual stories by combining global-local attention and provides coherency to the
stories by cascading the information of the previous sentence to the next sentence
serially. In [19], an adversarial reward learning scheme has been proposed by
enforcing a policy model and a reward model. One common limitation of these
A Hierarchical Approach for Visual Storytelling Using Image Description 307
approaches is that the models often generate short sentences and are prone to
repeating certain phrases in their story sentences. We believe that by utilizing
image descriptions we are bootstrapping the language learning process. This
enables our method to produce more diverse, human-like sentences that are
longer than the ones generated by previous approaches while still maintaining
coherence.
3 Methodology
In this work, we propose a hierarchical encoder-decoder architecture which we
call a Hierarchical Context-based Network (HCBNet) to generate coherent sto-
ries from a sequence of images. Figure 1 shows the overview of our architecture.
The network has two main components: 1. A hierarchical encoder network that
consists of two levels and 2. A sentence decoder network. The first level of the
hierarchical encoder, referred to as the Image Sequence Encoder (ISE), is used
to encode all the images of the sequence and create a single encoded vector of
the image sequence. In the next level, there is a composite encoder, referred to
as the Image-Description Encoder (IDE). It takes in two inputs: an image and
description of that image. The IDE consists of two encoders: an Image Encoder
that is used to encode the individual image and a Description Encoder that is
used to encode the description of the image in each time step. After each itera-
tion, the decoder network generates one sentence, word by word, of the story as
output. The initial state of the first time step of the Description Encoder comes
from the Image Sequence Encoder as shown by the grey arrow in Fig. 1. Each of
the components of our proposed architecture will be discussed further below.
Fig. 1. The proposed hierarchical context based network. Image Sequence Encoder
(ISE) takes all the images and encode them to create a vector. Image-Description
Encoder (IDE) is composed of two components: Description Encoder (DE) to encode
the description and Image Encoder (IE) to encode the image. In each iteration, the
sentence decoder (SD) generates a sentence, word by word, conditioned on the vectors
coming from DE and IE. In the figure, two iterations have been shown.
308 Md. S. A. Nahian et al.
Fig. 2. Detailed architecture of the encoder. ISE (represented by grey color) generates
sequence embedding vector which is used as the initial hidden vector of DE in the
first iteration of IDE. IDE produces two vectors: initial hidden vector and input of the
sentence decoder. Blue color represents the DE network and red color represents the
IE network. (Color figure online)
of the Description Encoder (shown in Fig. 2). Therefore the global context of
the story passes through the network through time. This helps the network to
better understand and maintain the theme of the story throughout the entire
sequence.
Image Encoder. This component is used to deduce the context of the current
image given additional information about the previous images in the sequence.
The current image is sent to a Convolutional Neural Network (CNN) pretrained
using the resnet152 model for feature extraction. The extracted image feature
vector is passed through to a FC layer and a recurrent neural network. Figure 2
outlines the overview of the encoder with red arrows. It shows that the LSTM
network takes a hidden state as input as well. This is the feature vector from
the Image Encoder of the previous time step. The LSTM of current time step
also generates a hidden state and an output vector. We pass the hidden state to
the Image Encoder of the next step and pass the output to an FC layer to form
the image embedding vector. The hidden states of Image Encoder propagate the
local image context from one time step to the next.
Sentence Decoder. The Sentence Decoder (SD) uses a LSTM to generate the
text of the visual narrative (seen in Fig. 3). This LSTM network uses the contexts
generated by the IDE to construct a story events word by word. In the beginning
of a sentence, the initial hidden state of the sentence decoder is formed by Eq. 1.
Then it propagates the hidden state of current time step to next time step of a
sequence (represented in Eq. 2). Input of the SD is formed by concatenating the
description embedding, image embedding, and word embedding of the previous
word (Eq. 4). This process is repeated in every word generation step of a sentence.
It works as “hard attention” on image and description context. From the image
embedding vector, the decoder gets information on the local features of the
current image, while the description embedding provides both the overall story
context and image specific context to the decoder.
4 Experimental Setup
In this section, we give the details about our experimental methodology and the
implementation that we used for testing. First, we describe the dataset used in
the experiment followed by how we chose to preprocess the data. Then we will
discuss information about the network parameters used during testing. Finally,
We give an overview about the baseline architectures against which the proposed
architecture has been compared. Afterward, we discuss about the evaluation
metric and evaluation criteria.
A Hierarchical Approach for Visual Storytelling Using Image Description 311
4.1 Dataset
To evaluate our architectures, we have used the Visual Storytelling Dataset
(VIST) [7] which is a sequential vision-to-language dataset. This dataset con-
sists of image sequences and associated stories for each sequence. Each image
sequence consists of 5 images and, therefore, five story sentences. In addition to
this information, some images have an image description associated with them
which is referred as “Descriptions of images-in-isolation” in the VIST paper. In
this paper, we choose to use the term “image description” instead of “Descrip-
tions of images-in-isolation”. The dataset, in total, contains 40155 stories in the
training set, 4990 stories in the validation set and, 5055 stories in the test set. It
contains 154430 unique images in the training set, 21048 images in the validation
set and 30000 images in the testing set.
Recall that our approach makes use of image descriptions to help generate
narratives. Some images, however, do not have an associated description. Images
that did not have an associated description were discarded, as were any stories
that contained images that did not have an associated description. This process
has reduced the total number of training stories to 26905, validation stories to
3354 and, test stories to 3385.
4.2 Preprocessing
In the preprocessing step, we have corrected the misspellings from the image
descriptions and story texts. Stop words have been removed from the image
descriptions, but not from the story texts. To build the vocabulary, we have
taken all the words which have been appeared at least three times in the story
text, which results in a vocabulary of size 12985. Words that appear below this
threshold are replaced with a symbol representing an unknown word. We have
used pretrained resnet152 and VGG19 models to encode the images. As these
two models take input of size 224 × 224, we have resized all of the training,
validation and test images to the required size.
CIDEr [17]. BLEU and METEOR are machine translation evaluation metrics
that are widely used to evaluate story generation systems. To use BLEU, one
must specify an n-gram size to measure. In this paper, we report results for 1-
grams, 2-grams, 3-grams, and 4-grams. ROUGE L is a recall based evaluation
metric primarily used for summarization evaluation. CIDEr is different from
translation metrics in that it is a consensus based evaluation metric. It is capa-
ble of capturing consensus and is, therefore, able to better to evaluate “human-
likeness” in the story than metrics such as BLEU, METEOR or ROUGE L.
We evaluate the performance of our proposed method HCBNet against the base-
line networks AREL and GLAC Net by using the automated evaluation metrics
BLEU, CIDEr, METEOR and ROUGE L. The scores are shown in the Table 1.
These results demonstrate that HCBNet outperforms the GLAC Net on all of the
metrics and AREL on all of the metrics except for ROUGE L. Though AREL
performs better than HCBNet in ROUGE L, inspection of the stories generated
by each network indicates that the quality of the stories generated by HCBNet
are higher than those generated by AREL.
It is important to note that these metrics on their own do not necessarily
indicate that our method produces interesting, or even coherent, stories. Recall
that we claimed earlier that the stories produced by GLAC Net and AREL often
suffer from having short sentences with repeated phrases. One of our hypothe-
ses in this paper is that utilizing image description information should enable
us to generate stories with longer and more diverse sentences. We perform an
analysis to provide some intuition on whether this is the case. Specifically, we
compare the average number of words per sentence and the number of unique
1, 2, 3, and 4-grams generated by each network. From Table 2, we can see that
the average number of words per sentence is highest for AREL among the three
networks. But number of unique 1-grams is only 357 for AREL, where HCBNet
has 1034 unique 1-grams. This behavior is consistent across all n-grams tested.
This provides support to our claim that these baselines tend to generate repeti-
tive phrases and provides support to our claim that HCBNet can produce more
diverse sentences. Interestingly enough, this also could explain why AREL per-
formed well on ROUGE L. ROUGE L is meant to measure a model’s recall on
a reference sentence, which is likely to be high if one produces short sentences.
As shown in the Table 1, the CIDEr score of HCBNet is higher than GLAC
Net and AREL. This indicates that our model has a greater ability to generate
“human-like” stories than compared to AREL and GLAC Net. It is also notable
that we see the greatest difference between our network and our baselines through
this metric. We feel that this, especially when combined with the results outlined
in Table 2, further indicate that our network produces stories that are more
diverse and, potentially, human-like while still maintaining story context.
As mentioned in Sect. 4.3, we have also experimented with three other ver-
sions of HCBNet to see the effectiveness of different components of the network.
314 Md. S. A. Nahian et al.
HCBNet without previous sentence attention gives higher score in CIDEr and
slightly better score in BLEU-1, but adding the same component into the net-
work significantly increases the score of other metrics. HCBNet without using
description attention performs poorly for CIDEr. Incorporating the description
embedding into the input of sentence decoder not only improves the score of
CIDEr remarkably but also METEOR, ROUGE L, BLEU-1 and BLEU-2 scores.
We believe that this indicates that the description attention helps the network
resist context drift and helps keep the story cohesive.
Preprocessed 1. suitcase stand near wall flower 2. man seat belt front boy back seat 3.
Descriptions boy stand front lowered black park truck 4. lone jumbo plane fly sky 5. old
woman child lay hotel room
Ground everybody ’s packed for the trip. kids are in the car and ready to go. we
Truth Story dropped the rental off and [male] got a picture next to the car. [male] asked
us if this was our plane. we spent the night in the hotel after a long day of
travel.
AREL i went to the bar yesterday. the kids were so happy to be there. we had a
great time at the park. the <UNK>was very good. after the party, we all
had a great time.
GLAC Net i went to the beach yesterday. there were a lot of people there. i had a great
time. it was a beautiful day. afterward we all got together for a group photo.
HCBNet the family went to a farm for their vacation. they got a little tired and took
pictures of each other. they were able to get a picture of a tractor. then they
saw a plane. after that, they took a break outside.
the family gathered for a special dinner. they had a lot of food and drinks. there was also
a lobster dish. [female] was happy to be there. she was so excited to see her friends.
the family went on a hike to the mountains. we saw a beautiful waterfall. it was a nice
day for a walk. he was very excited. after that we took a picture of him.
The first thing to note is that the stories generated by the baseline networks
are relatively vague and rely on general phrases about having a great time.
In addition, they often disregard the context that each image provides. If we
examine the story generated by HCBNet, we can see that our network correctly
interprets the theme of the story as “vacation”. The corresponding generated
sentence of image 3 is interesting, though. In the image, though the vehicle is a
truck, HCBNet describes it as a tractor. We believe this is because the network
correctly identifies a vehicle, but wants to remain consistent with the fact that
it says the family is visiting a farm in the first sentence. We feel that this type of
behavior shows our network is able to balance maintaining story context along
with maintaining image context. In the last sentence, though it believes the peo-
ple to be outside, it understands that people are taking a break. We have also
provided more examples of the stories that our network can generate in Table 4.
We feel that these results combined with the results achieved on our automatic
evaluation metrics provide significant evidence for our claim that HCBNet can
produce high quality visual narratives.
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A Knowledge Representation
for Planning-Based Story Generation
Applied to the Manual and Automatic
Encoding of Plot
First Pass. During the first pass, Ann records the following aspects:
1. Characters. Ann adds unique character identifiers to a Character List just
when Ann sees an as yet unrecorded character perform an action that con-
tributes causally to the cinematic sequence. For example, a background char-
acter which is performing a random action in the background would not
320 R. Sanghrajka and R. M. Young
be added to the Character List unless at least one their actions contributes
causally to the plot sequence.
2. Objects. Ann adds a unique object identifier to an Object List just when Ann
sees an as-yet-unrecorded object that plays some role in an action, either in
the action’s preconditions or effects.
3. Locations. Ann adds a unique location identifier to a Locations List just when
Ann sees a distinct as yet unrecorded location where an action takes place.
4. Literals. Ann records a ground literal in the world in a Literals List just when
Ann sees a condition in the world that plays a role in a precondition to some
observed story action. Care must be taken that the literals recorded in the
Literals List are consistent in their semantics. That is, Ann should not create
two different literals in the Literals list denoting the same condition or its
negation. For instance, Ann should not record both (unloaded gun1) and
(not (loaded gun1)).
At the end of the first pass, Ann must check their list to ensure that the list
is consistent and has no duplicates. Ann can choose to remove certain elements
if they feel at the end of the sequence that they were not necessary for the plot,
or add more elements if they seem to have contributed to the plot. Then Ann
can move on to the second pass.
Second Pass. During the second pass, Ann re-watches the cinematic sequence,
observing the actions performed and their relationship to world states over time.
The second pass focuses on the following aspects:
Third Pass. In the third pass, Ann encodes aspects of the cinematic sequence
by building upon the information encoded using the first two passes. Specifi-
A Knowledge Representation for Planning-Based Story Generation 321
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the following type of annotation:
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in the World State List, Ann creates an intention record for each character.
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sue to achieve those goals. Goals are drawn from the Literals List and plans
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List using literals, locations and characters from their respective lists as argu-
ments.
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execution, (b) adding any plans and goals that Ann perceives result from a
character adopting a new set of intentions and (c) removing any plans and
associated goals that Ann perceives have just been abandoned by a character
due to the character’s changing beliefs.
3 Conclusion
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ShowRunner: A Tool for Storyline
Execution/Visualization in 3D
Game Environments
1 Introduction
The domain of computational narrative is growing steadily, using algorithmic
approaches to construct plot and narrative. An important capability for systems
that synthesize stories is to be able to present the output of a story’s action
sequences to human users in some conventional narrative medium. We have
developed a tool called ShowRunner that allows story action sequences gener-
ated by external systems (e.g., narrative planners, screenwriting graphical user
interfaces, or human editors) to be automatically executed within a 3D virtual
world, creating a machinima-based visualization for the action sequence.
ShowRunner provides a specific story world built within a commercial 3D
game engine (i.e., Unity) and a means for reading in a story line and a mapping
used to translate from some external naming of story entities and the internal
game engine entities in the game engine’s data model. In this sense, ShowRun-
ner abstracts away the details of the game engine’s execution of story actions
and allows some exogenous system or a human author to specify the dynamics of
a story in a declarative language appropriate for the external model’s representa-
tional needs. Our intent in building ShowRunner is to increase the accessibility
of a 3D game engine as a resource for visualization for intelligent story genera-
tors, although the interface ShowRunner provides can be used by any external
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 323–327, 2019.
https://doi.org/10.1007/978-3-030-33894-7_32
324 R. Sanghrajka et al.
2 Related Work
A number of previous projects have developed the capability to execute story
lines within 3D game engines. Many of these explicitly provided a tight coupling
between an AI system generating the story and the game engine used to execute
the story line. Pollack and Ringuette’s Tileworld [8] was one of the first systems
to build a game-like environment for executing the output of experimental agent
architectures controlling agents in unpredictable and dynamic worlds. Laird [5]
created one of the initial systems to connect an external AI controller – the SOAR
Architecture [6] – to a commercial 3D game engine. Young developed a system,
Mimesis, which created virtual world narratives using a bipartite approach of
a story-world planner and discourse planner [14]. Cavazza and his collaborators
[1,2] also built a number of systems that were driven by AI planning systems
executing in game engines. Thuene et al. built the Virtual Storyteller system
[11], which is a framework for creating plot, narrative and presentation of the
narrative. Kapadia and his collaborators [4] developed a framework for author-
ing multi-agent environments with behaviors. Screenwriting software (e.g. [3,7]
allow for features like tracking character trajectories, conflict, emotions, and even
provide for previsualizations of stories.
ShowRunner expands the capabilities of related work by acting as a
test-bed where one could connect story input from a range of input sources:
human authored, computationally generated or computer-assisted. ShowRun-
ner hopes to provide one common environment for execution of these experi-
ences and provide one automated pipeline towards that end.
3 System Overview
ShowRunner provides a layer of abstraction over action execution in pre-
defined Unity game environments. These pre-defined game environments contain
a set of data structures and code that hold assets corresponding to the characters
and their action animations, objects, locations, and the code used to perform the
actions of the story world. Extending a ShowRunner level is discussed briefly
in Sect. 4.
ShowRunner takes as inputs three elements: a specification of the actions
in a story, a (possibly empty) specification of a custom starting state for the
story, and a data dictionary that maps descriptors in the start state and action
descriptions to corresponding descriptors in the Unity game environment. The
ShowRunner: A Tool for Storyline Execution/Visualization in 3D Game 325
system first creates an internal database used to map the input story references
to game engine-internal objects. Next, it modifies the starting state of the story
world according to any customizations detailed in the input files. Finally, it
begins executing the actions enumerated in the story script, ensuring that each
one executes correctly. During execution, a camera system automatically films
the unfolding action, visualizing it for the user.
We have built and tested a Western cowboy-themed story world. We are
developing similarly instrumented story worlds for feudal Japan, medieval
Europe and a dungeon-focused fantasy world.
The ShowRunner system is built using C# and its code and art assets
exist within a collection of scenes within the Unity game engine [13]. The system
consists of a number of customizable, modular components, described in more
detail below.
Input and Output. ShowRunner input consists of two required elements
and one optional element:
1. The virtual set. This set includes the 3D space of the story world, including
buildings, exterior landscape and any objects in the story world that have no
dynamic state properties associated with them.
2. The world objects. World objects in ShowRunner are Unity GameObjects
that have a physical representation in the story world and are distinguished
from elements of the virtual set because characters can interact with them.
326 R. Sanghrajka et al.
4 Discussion
ShowRunner provides a useful level of abstraction away from the details of a
game engine’s coding and operation. ShowRunner is designed to support at
least two distinct use cases. One is its use essentially as an off-the-shelf story
visualization tool. In this use case, story scripts are built using references just to
ShowRunner ’s default virtual set, characters and actions. In a power user use
case, a user can create new actions by adding new action classes, animations, etc,
within the ShowRunner Unity project. The code for the system is available in
the project’s Gitlab repository [10].
References
1. Cavazza, M., Charles, F., Mead, S.J.: Character-based interactive storytelling.
IEEE Intell. Syst. 17(4), 17–24 (2002)
2. Cavazza, M., Lugrin, J.L., Pizzi, D., Charles, F.: Madame bovary on the holodeck:
immersive interactive storytelling. In: Proceedings of the 15th ACM International
Conference on Multimedia, pp. 651–660. ACM (2007)
3. Hollywood Camera Work: Causality story sequencer. https://www.
hollywoodcamerawork.com/causality.html
4. Kapadia, M., Singh, S., Reinman, G., Faloutsos, P.: A behavior-authoring frame-
work for multiactor simulations. IEEE Comput. Graph. Appl. 31(6), 45–55 (2011)
5. Laird, J.E.: It knows what you’re going to do: adding anticipation to a Quakebot.
In: Proceedings of the fifth International Conference on Autonomous Agents, pp.
385–392. ACM (2001)
6. Laird, J.E., Newell, A., Rosenbloom, P.S.: Soar: an architecture for general intel-
ligence. Artif. Intell. 33(1), 1–64 (1987)
7. Marti, M., et al.: Cardinal: computer assisted authoring of movie scripts. In: 23rd
International Conference on Intelligent User Interfaces, pp. 509–519. ACM (2018)
8. Pollack, M.E., Ringuette, M.: Introducing the tileworld: experimentally evaluating
agent architectures. AAAI 90, p183–189 (1990)
9. Rickel, J., Johnson, L.: Integrating pedagogical capabilities in a virtual environ-
ment agent. In: Proceedings of the First International Conference on Autonomous
Agents, pp. 30–38 (1997)
10. Sanghrajka, R., Young, R.M., Salisbury, B., Lang, E.W.: SHOWRUNNER GitLab
Repo. GitLab (2019). https://eae-git.eng.utah.edu/01221789/utahpia2
11. Theune, M., Faas, S., Nijholt, A., Heylen, D.: The virtual storyteller: story creation
by intelligent agents. In: Proceedings of the Technologies for Interactive Digital
Storytelling and Entertainment (TIDSE) Conference, vol. 204215 (2003)
12. Unity Technologies: Cinemachine. https://learn.unity.com/tutorial/cinemachine
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14. Young, R.M.: Story and discourse: a bipartite model of narrative generation in
virtual worlds. Interact. Stud. 8(2), 177–208 (2007)
Using VR to Simulate Interactable
AR Storytelling
Torbjörn Svensson(&)
Another advancement is the possibility to select content that seems especially inter-
esting in a list before entering the world. The selected story items are then given a
locator beam in the simulation, that guides the user toward the selected items.
Fig. 1. The fully interchangeable map layout of the virtual city used in the VR simulation of AR
news service. The story item sphere in the world, and the view from inside a sphere.
likely have to be presented in some kind of HMD device and thus stay in the user’s
field of vision. Today’s State of the Art HMDs for AR use have difficulty handling
brightly lit and highly dynamic environments. These kinds of limitations can also be
incorporated in the VR simulation, but in its current version it simulates an ideal future
version of a wearable AR device that can be used outdoors in bright lighting conditions
and that works well in dynamic environments such as in inner city traffic or crowded
museums/heritage sites. Considering that the technical level of AR in general and at
heritage sites in particular are still at relatively early stages, both the research on
augmentation independent of the techniques used and the more hands-on testing and
evaluation of AR systems looks promising enough to continue development work with
AR as a tool to encourage location-based and experiential storytelling for Cultural
Heritage sites [8–10]. An increased use of AR in this research suggests a simulation in
VR would find its place as a low-cost rapid prototyping tool where more specific and
nuanced ideas about what, how and where to augment reality can be tested.
References
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technology to manual manufacturing processes. In: Proceedings of the Twenty-Fifth Hawaii
International Conference on System Sciences. IEEE (1992)
2. Newman, R.L., Haworth, L.A.: Helmet-mounted display requirements: just another head-up
display (HUD) or a different animal altogether? In: SPIE’s International Symposium on
Optical Engineering and Photonics in Aerospace Sensing, SPIE, vol. 2218 (1994)
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Syst. 77(12), 1321–1329 (1994)
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7. Angelopoulou, A., et al.: Mobile Augmented Reality for Cultural Heritage. In: Venkata-
subramanian, N., Getov, V., Steglich, S. (eds.) MOBILWARE 2011. LNICST, vol. 93,
pp. 15–22. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-30607-5_2
8. Manovich, L.: The poetics of augmented space. Vis. Commun. 5(2), 219–240 (2006)
9. Chang, K.-E., et al.: Development and behavioral pattern analysis of a mobile guide system
with augmented reality for painting appreciation instruction in an art museum. Comput.
Educ. 71, 185–197 (2014)
10. Clini, P., et al.: Augmented reality experience: from high-resolution acquisition to real time
augmented contents. Adv. Multimedia 2014, 18 (2014)
11. Chandler, H.M.: The Game Production Handbook. Jones & Bartlett Publishers, Burlington
(2009)
12. Zoeller, G.: Game development telemetry in production. In: Game Analytics, pp. 111–135.
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13. Dunlop, R.: Production Pipeline Fundamentals for Film and Games. Routledge, Abingdon
(2014)
14. Ragan, E., et al.: Simulation of augmented reality systems in purely virtual environments. In:
2009 IEEE Virtual Reality Conference VR 2009. IEEE (2009)
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experiments. In: 2009 8th IEEE International Symposium on Mixed and Augmented Reality
(ISMAR). IEEE (2009)
Firebolt: A System for Automated
Low-Level Cinematic Narrative
Realization
1 Introduction
Machinima is a burgeoning field within cinematography, expanding from in-game
replays to pre-rendered cinematics in recent years. To support their customers,
game studios and other software vendors have created increasingly expressive
tools for using game engine technology to orchestrate and render scenes. These
cinematic sequencers, such as Valve’s Source Filmmaker [19], offer a rich graph-
ical user interface for the construction of virtual scenes, coordination of the
actions of virtual actors, and control of virtual cameras used to film the scene.
Because all aspects of the production a cinematic – timing, animation, and
filming – require human specification and authoring, using these cinematic
sequencers is a labor intensive process, potentially requiring many hours of a
user’s time to be spent in the generation of a single minute of rendered cine-
matic.
One limitation of typical cinematic sequencers is a design that requires a user
to specify low-level details of all story action and camera shot specifications.
From a narrative theoretic perspective, a user must specify all aspects of both
story and discourse [6], where story consists of the events of a narrative and all
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 333–342, 2019.
https://doi.org/10.1007/978-3-030-33894-7_34
334 B. R. Thorne et al.
the settings, objects and characters involved in their occurrence, and discourse
consists of all medium-specific resources used to convey story elements to a
viewer. In the approach of conventional cinematic sequencers, story and discourse
are conflated, as the user must work to manage their own design in the filming
environment. Further, every aspect of story-world behavior must be provided
by hand. Similarly, every aspect of the shots that film the world must also be
specified by a human.
In contrast, we present a cinematic sequencer that provides an API and uses
a well-defined declarative approach to the specification of cinematic narrative
that allows systems to decouple the means of production of a sequence from
the realization of the sequence. We also design our API to support a range of
use cases, including (a) human-driven tools that support lower expertise lev-
els than other approaches, and (b) the potential for integration with intelligent
story and discourse generation tools, to support both automatic production and
mixed-initiative interaction. The work presented here is motivated by the lack
of declaratively driven realization/rendering engines. We wish to enable authors
to easily script story and camera sequences without writing custom code for the
rendering engine. A declarative representation that parses the story world and
setting from the plan of narration would benefit narrative systems with differ-
ent underlying structural representation of story, and enables reuse of authored
content.
2 Related Work
We will review four categories of research related to the work presented here.
First, there are narrative generation systems whose rendering capabilities are
tightly coupled to those of generation [11,15,17]. Though the thrust of these
works is on the determination of content and organization for cinematics, because
there was no suitable system available for rendering at the time these tools
were built, each employs custom code for rendering. Second, there is a class of
systems focusing on geometric camera placement [8]. There are a host of issues
addressed in this area of the literature from simple camera placement and target
acquisition [5] to computational application of compositional techniques [1]. Our
system incorporates simple and serviceable placement techniques in favor of real-
time rendering but allows for future extension into more intricate placement
algorithms. Third, there are a number of systems supporting cinematography-
friendly declarative representation (e.g., [3,7,13]). This declarative format will
benefit development of training tools for cinematography, allowing users to easily
employ visual techniques recommended by such studies as [18]. Experimental
design will benefit from a concisely expressive way to analyze existing films
which can then be recapitulated in a controlled manner for testing the effects of
film editing on comprehension. Finally, there are works which attempt to provide
computationally-amenable representations for narrative-based filmmaking such
as [14] and MSML [20], whose EventSync architecture we incorporate here.
Firebolt: A System for Automated Low-Level Cinematic Narrative Realization 335
3.1 Actors
FireBolt distinguishes an actor, which is a role in a story, from a character model
which is a specific asset used to render the character, including the character’s
skeleton, mesh, textures, body motions, face, etc. The Cinematic Model is the
declarative specifications for the mappings between actor names and character
models.
An animation describes a file and a set of animation indices (i.e. temporal
offsets relative to the beginning of the clip that are notable time points in the
animation). When defining operations to perform in FireBolt when a particular
story action has occurred, multiple operations may be coordinated in time using
the animation indices. This coordination strategy is similar to that used in the
EventSync model in MovieScript Markup Language [20].
Definition 1 (Timepoint). A timepoint is a whole number corresponding to a
time in milliseconds.
Definition 2 (Animation Indices). An animation index is a tuple λ, ω
where λ is an index label and ω is a timepoint.
Definition 3 (Animation Clip). An animation is a tuple η, Λ where η is a
file containing an animation trace, and Λ is a set of animation indices.
Definition 4 (Animation Mapping). An animation mapping is a tuple ν, κ
where ν is a label and κ is an animation clip.
Definition 5 (Actor). An actor is a tuple n, h, ζ where n is an actor name
(used in the story), h is a character model, and ζ is a set of animation mappings.
4 Story
The declarative representation of story is expressed in Impulse [10], a formal
language for narrative. Impulse augments a STRIPS-style plan representation
[12] with the ability to reason over temporal intervals [2] and model a BDI agent
architecture [9].
The story is divided into actions that drive the actors and objects in a time-
sensitive manner. Though Impulse is capable of representing intervals of arbi-
trary types, FireBolt makes the restriction that interval endpoints be defined
in whole numbers. This allows FireBolt to make judgments about the implicit
relations of time intervals whose endpoint specifications are not identical. The
templates for these actions are described below.
Definition 10 (Story Action). A story action is a tuple D, V, τ where D =
P, A, E is a domain operator, V is a set of values for parameters in P , and
τ = [s, e] is an interval bounded by two timepoints s, e such that s < e.
Definition 11 (Story Timeline). The story timeline is a function Ts : K → A
mapping timepoints in K to sets of actions containing the animation-actions and
engine-actions to initialize or update at the timepoint.
Definition 12 (Story Model). The story model is a tuple Ts , AS where Ts
is a story timeline and AS is a set of story actions.
5 Camera Plan
The declarative representation of the camera shots adopts a novel
cinematography-friendly shot-description language, Oshmirto Shot Fragment
Language (OSFL), to specify an expressive but concise array of properties for a
shot. The Camera Model packages OSFL descriptions into the discourse struc-
ture by defining a total-ordering of shots and their durations, including what
story time they should film over.
Firebolt: A System for Automated Low-Level Cinematic Narrative Realization 337
A single shot in cinematography is defined as the film from one cut to the
next [4]. However, the camera may take several movements at different times
throughout a shot. We wish to both enable a continuation of one movement as
well as the initiation of a different movement during a shot. To capture this,
we incorporate the notion of a shot fragment [7], a temporal interval of a shot
in which cinematographic properties are defined. No two shot fragments in the
same shot can be overlapping. FireBolt will attempt to film two consecutive shot
fragments defined within the same shot without moving the camera between the
end of the first and the beginning of the second. If there is only one shot fragment,
then that shot fragment constitutes an entire shot.
the camera. A high angle indicates a 30◦ downward angle of the camera oriented
towards the actor. A low angle indicates a 30◦ angle upward angle of the camera.
Framing : F. Each actor has a bounding volume about its location that
represents an upper bound on the volume occluded by that actor.
aperture labels, but currently only support the DOF effects associated with
aperture.
Several optional specifications can be made about a shot fragment. These
specifications are formally defined, building up to a formal definition of a shot.
Definition 14 (Duration). A shot fragment duration is a timepoint specifying
the amount of story time over which to map the image captured by a virtual
camera to the viewport. It is a pair (s, e) where s, e are timepoints and s < e.
Definition 15 (Anchor). An anchor is a position derived from the location of
actor dictating an exact world position to place the camera.
Definition 16 (Angle). An angle is a tuple θ, α | θ ∈ Θ and α is an actor
Definition 17 (Direction). A direction is a tuple d, α | d ∈ D and α is an
actor
Definition 18 (Framing). A framing is a tuple f, α | f ∈ F and α is an
actor
Definition 19 (Static Specification). A static specification is a grouping of
properties defining the positioning of a camera, relative to subjects, at an unspec-
ified timepoint. It is a tuple c, β, ×, Υ where c is an anchor, β is an angle, ×
is a direction, and Υ is a set of framings with unique actors.
The actor specifications in anchors, directions, and framings may all take
unique actors as arguments; however, no two framings can be made on the same
actor.
Definition 20 (Movement Specifications). A movement specification
defines an axis with which to translate or rotate the camera, a directive for the
movement’s target location, and a subject that specifies the target. It is a tuple
μ, x, α where μ ∈ M, x ∈ χ, and α is an actor.
Definition 21 (Depth of Field). A depth of field is a tuple a, α | a ∈ A and
α is an actor.
Definition 22 (Shot Fragment). A shot fragment is a tuple ψ, Φ, π, , Δ
where ψ is a static specification, Φ is a set of movement specifications, π is a
depth of field, ∈ L is a focal length, and Δ is a duration.
Definition 23 (Shot). A shot is a tuple s, R, ℵ where s is a story time, R is
set of shot fragments, and ℵ is a bijection function ℵ : R → [1...n] ∈ N such that
n = |R|.
For r1 , r2 ∈ R, if ℵ(r1 ) = ℵ(r2 ) − 1, then r1 is filmed immediately before
fragment r2 .
Definition 24 (Camera Plan). A camera plan is a tuple S, Γ where S is a
set of shots, and Γ is a bijection function Γ : S → [1...n] ∈ N such that n = |S|.
For s1 , s2 ∈ S if Γ (s1 ) = Γ (s2 ) − 1, then s1 is filmed immediately before s2 .
340 B. R. Thorne et al.
6 Execution
In keeping with the adopted bipartite view of narrative, execution of a set of
inputs in FireBolt is performed in two phases: sequencing story actions and film-
ing them. In narratological terms, the sequenced story actions form the story and
the filming creates a discourse. Algorithm 1 describes the process for sequencing
the story into a form that is executable in the virtual environment. Algorithm
2 describes the process for placing the camera in the virtual world relative to
the provided Oshmirto instructions and the story actions to which they relate.
The result is a real-time rendered visualization of the specified story through the
supplied camera view.
Algorithm 1 begins by iterating over all of the story actions sA . At each
timepoint i in the story timeline Ts which falls between the start and end times
τ = [s, e] of the story action, the animation and engine actions are appended to
the set of actions to be invoked at i. The inclusion of the animation and engine
actions for a given i is also dependent upon any animation index λ, ω that
may be associated with beginning that action s + ω ≤ i, meaning that if this
action with its “normal start time”, s, and its offset amount, ω, should already
have begun by timepoint i, then add the action to the actions that should be
executed at i (Ts [i] ∪ a).
In Algorithm 2 we iterate over each shot s, R, ℵ in the order given by Γ (S)
in the camera plan S, Γ . For each of the shots, we set the current story time
in the virtual world δ to the story time indicated for the beginning of the shot
filming. This causes the story world to be updated to the state effected by the
story actions of Ts [δ]. Then for each fragment r in the ordering of shot fragments
within the begun shot ℵ(R), step along the timeline Ts [i] from the current story
time δ until the end of the shot fragment duration δ + Δ is reached. Within each
Firebolt: A System for Automated Low-Level Cinematic Narrative Realization 341
step, update all the story actions within Ts [i], then if this is the first timepoint
wherein r is executed, realize the static constraints ψ described in r, otherwise
update the movements Φ in r. Once the shot fragment is completed i = δ + Δ,
we move δ to point at the beginning of the next shot fragment. At this point
we apply intra-shot transition rules, such as not allowing a new position to be
calculated for the camera. Once all the fragments in a given shot have been
executed, we move on to the next shot in Γ (S) and apply higher level, inter-shot
rules such as the 180◦ rule [16].
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Interactive Narrative Generation Using
Location and Genre Specific Context
1 Introduction
Fig. 1. Graphic illustrating the flow of data used by StoryRemapperto create new narratives.
2 StoryRemapper
about specific locations like ‘Little Red Riding Hood’ and James Joyce’s ‘Ulysses’.
They could even come from alternative sources such as guided tours, heritage sites, or
other location-based content. The critical attribute for these narrative sources is that
their structure and content maps to some path through multiple real-world locations or
fictional scenes similar to the user’s current location. Once an archive of local infor-
mation is established, it is possible to generate narratives that are customized to a
reader’s location.
When a user walks to a real-world location, StoryRemapper finds the sentence
nearest to their current location, and parses it for keywords. Those keywords are then
used as inputs to a machine learning model that was trained to match keyword inputs
with genre specific sentence outputs. We use location information to search a latent
sentence space for the most relevant sentence.
Our work on this problem illustrates that locations contain meaning which can be
translated into metadata. The mining and manipulation of this data can be a rich
playground for creative applications in the fields of interactive narrative and digital
media. In the near future, it may be possible to create an AR Cloud infrastructure of
digital metadata about locations worldwide. This cloud of information would enable
users to explore and experience the world through the lens of their own preferences and
interests. We believe the ability to construct narratives from location-based metadata
and remap the context of that data to new media is one possible application for this type
of infrastructure.
We break the work that can be done to improve the process down into the following
areas of improvement:
• Deriving sentence meaning from more than just keywords i.e. sentiment,
punctuation.
• Generating narratives from a sentence-event level model that considers past sen-
tences and previous story information at a higher level of abstraction [12].
• Adding reinforcement learning to neural networks to account for location context
that is not represented in the sentence space.
• Processing the images used in AR to gather more scene context using real-time
Semantic Segmentation models [9].
References
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experience. In: Proceedings IEEE and ACM International Symposium on Augmented
Reality 2001, pp. 197–206. IEEE, New York (2001)
2. MacIntyre, B., et al.: Three angry men: Dramatizing point-of-view using augmented reality.
In: ACM SIGGRAPH 2002, San Antonio, TX, pp. 21–26 (2002)
3. Dow, S., Lee, J., Oezbek, C., MacIntyre, B., Bolter, J.D., Gandy, M.: Exploring spatial
narratives and mixed reality experiences in Oakland Cemetery. In: Proceedings of the 2005
Interactive Narrative Generation Using Location and Genre Specific Context 347
[11]. With this proposed event representation, events between two characters can
be represented such as “call (Anthony, Laura, ∅)”, “help (Laura, Anthony, ∅)”,
describing the relevant information between the two characters. For this reason
V(s, o, p) is one of the most commonly used forms among other tuple event rep-
resentations. Furthermore, depending on the research directions, event tuples
can contain information other than the grammatical components. In Martin et
al. [8], for example, event is represented as V(s,o,p,g) which includes story genre
(g).
5W event representation, on the other hand, summarizes the information
about What, Who, Why, Where and When in a text story. This event extraction
method is applied more frequently to news data than a text story because 5W1H
is the usual structure of a news story [14].
In this paper we explore how events can be extracted and represented from
text stories, and present our method of clustering extracted events as a way of
abstraction with similar emotions.
2 Experiment
2.1 Dataset
There are a wide variety of text story corpora made available to the public
- ranging from movie plot summaries collected from Wikipedia [1] and movie
scene descriptions/dialogues collected from the IMSDB (Internet Movie Script
Database) [6,15] to ROCStories, a text story dataset collected from crowdsourc-
ing [10]. Each corpus has its own feature and can be used differently depending
on the research purpose: plot summaries dataset is helpful to identify high-level
abstract story structure relating to characters and events; scene descriptions and
dialogues from movie scripts are useful for extracting low-level/primitive actions
and conversations among characters.
Among the text story corpora, we utilized ROCStories dataset [10], which
is convenient at several practical levels - (1) each story consists of exactly 5
sentences; (2) each sentence in the story uses indirect speech without dialogues;
(3) each story maintains a coherent dramatic structure of beginning - “something
happens” - ending; (4) most events in the story can also occur in our everyday
life.
Stanford CoreNLP [3]. In total, 397,200 events are extracted from 263,325 sen-
tences in ROCStories, where 6,419 events are classified based only on the verbs.
While converting verbs to events, stop words are excluded by using NLTK
stop word list. Excluding the verbs in the NLTK stopwords list (e.g., have, be,
do), several interesting verbs such as decide, want, love, and feel are included
in the top 20 verb list. Although some general verbs (e.g., get, take) need to be
classified further in detail by including matching propositions (e.g., get on/off,
take on/off), we did not consider it in this paper.
3 Conclusion
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Human Factors
Embodying Cognitive Processes
in Storytelling Interfaces for Children
Abstract. This paper explores the effects of story creation interfaces for
children that embody different types of psychologically-grounded cogni-
tive approaches. Two versions of a story creation interface for children
were created: one leads the user to focus on a macro-level structure of
their story before furnishing scene details, while the other leads the user
to focus initially on individual scene details before moving on to deter-
mine the macro-level structure of the story. A study was conducted to
compare the use of the two types of story creation interfaces by children
between the ages of 7 and 12. Findings indicate that different cognitive
models can have differing effects on children’s storytelling. In our case,
a micro-first model resulted both in greater ease of use as measured by
flow and usability, and in richer stories produced.
1 Introduction
Our research investigates the design of digital storytelling interfaces for children,
and how these may be grounded in relevant psychological theories of how people
think and create meaning. We estimate that nearly a hundred storytelling inter-
faces for children have been proposed in the literature in the past two decades,
yet few applied principles from psychological literature about children’s story-
telling processes. However, most of them appear to follow at best, only general
design principles. Especially at the cusp of abstract thought development [19],
children are still learning to piece together their thoughts and ideas, and may
benefit from extra support as they go through the complex task of composing
a story. With the goal of deriving more specific theoretically-grounded design
implications for the design of storytelling interfaces for children, we developed
and evaluated two storytelling interfaces that embody two different cognitive
sensemaking models. Our research question was: Does a story creation interface
2 Related Work
Many different design concepts have been investigated with regards to story-
telling interfaces for children in prior literature. Many apply and explore the
concept of Tangible User Interfaces (TUIs) (e.g., [1–3,5,6,8,9,12,15,18,20,25,
26,28–30,34–36]), the potential of incorporating children’s natural play processes
(e.g., [17,23,25,27,32,33]), or specific features such as playback (e.g., [30,32]).
A good number of storytelling systems are founded upon learning theories,
the most commonly cited one being constructionism (e.g., [2,4,9,12–14,18,24–
26,31,33,35]). While it is helpful to contextualize story creation as something
to be learned, such theories cannot adequately guide the design of children’s
storytelling interfaces. In order to fully understand how children tell and create
stories, researchers must turn to psychological theories.
In this work, we explored a model proposed by Kintsch [21] that distinguishes
two distinct structures of thinking. At the macro level, we process things globally,
looking at the overall discourse. At the micro level, the discourse is processed
locally, and parsed in individual, unique units. When applied to a process such
as story creation, one can think of the micro level as the details of a story.
Individual scenes, events, actions and descriptions of characters or environments
are all considered micro-level details. On the other hand, the macro level would
exist as the story’s overall structure and flow - the way in which those details
are sequenced and come together to form a complete story.
3 Interface Design
We created two different but comparable storytelling interfaces for children that
embodied two distinct models based on Kintsch’s levels of thinking. The two
models support children’s storytelling by manipulating the user’s focus to be on
either the macro-level of thinking or the micro-level of thinking first. In the model
that we call ‘macro-first’, the interface emphasizes planning a concrete structure
before proceeding to the story’s details. In the model that we call ‘micro-first’,
individual ideas/details are created before story structure is determined.
Base Story Creation System. The two interface variants were developed off of a
base storytelling system. The base storytelling system portrays story organiza-
tion as a timeline, consisting of units referred to as scenes. Three sections follow-
ing the basic narrative arc are delineated in the timeline: beginning, middle and
end (see Fig. 1). Details are added to story scenes through an enactment-based
method, whereby the user performs voice enactment using selected characters,
props and backgrounds (see Fig. 1). Story review is provided with a playback
screen, allowing the user to play their entire story at once completed.
Embodying Cognitive Processes in Storytelling Interfaces for Children 359
Fig. 1. Our interface time line (shown left) and enactment screen (shown right).
4 Study Description
We conducted a between-subjects study with one independent variable: interface
model. Eleven participants have participated in the study so far, 6 girls and 5
boys, ages 7 to 12. Participants were recruited through university e-mail lists,
and the study took place in an on-campus lab space.
Our study protocol began with a video tutorial of the assigned interface,
followed by a baseline questionnaire and interview. Participants then practiced
using their assigned interface. A prompt was given, and participants had 45 min
to create a story with the interface. This was followed by asking the participants
to write out the story they had just created on paper. Finally, participants filled
in a post-questionnaire and were administered an interview during which the
interviewer went through the screen recording of them creating their story with
the assigned interface.
The measures gathered included intrinsic motivation for storytelling using
SIMS [16]); interface usability using an adapted version of the PSSUQ [22]);
engagement using the GEQ [7]). All measures used a 7-point likert scale.
360 S. A. Brown et al.
6 Conclusion
Our initial results suggest that while participants did tend to adapt to either
interface’s cognitive model through the use of the specific interface, the micro-
first model resulted in higher flow, usability, and richer stories. An explanation
could be that in the micro-first interface, the child’s focus was led to be on
individual story units first, and thus these units were richer than those in the
macro-first condition, as shown by our analysis. Though we can only draw lim-
ited conclusions about the effects of these two specific interfaces at this time, this
attests to the strong mediator role that interfaces can play in manipulating chil-
dren’s storytelling processes. Others have recognized that mediator role in prior
work (e.g., [11]) but our results provide direct evidence of it by comparing two
psychologically-grounded interfaces, and show promise for further investigation.
This exploratory study has begun a much needed investigation into the appli-
cation of psychological theory in digital interactive storytelling interfaces for chil-
dren. It is our hope that future work would expand on the theories that could be
applied to these interfaces, with the goal of prioritizing the support of a child’s
story creation process over individual features and interactivity concepts.
Embodying Cognitive Processes in Storytelling Interfaces for Children 361
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Towards a Gesture-Based Story
Authoring System: Design Implications
from Feature Analysis of Iconic Gestures
During Storytelling
1 Introduction
Today’s gesture recognition systems are limited in the kinds of applications they
can be applied to. When applied to storytelling, gesture systems have been
mostly limited to the use of gestures to provide commands to the system (e.g.,
[8]) or to manipulate tangible objects related to the story (e.g., [11]). Following
Research supported by National Science Foundation Grant #1736225 To Enact, To
Tell, To Write: A Bridge to Expressive Writing through Digital Enactment.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 364–373, 2019.
https://doi.org/10.1007/978-3-030-33894-7_38
Towards a Gesture-Based Story Authoring System 365
Quek’s taxonomy [17], the former are semaphoric gestures that define sets of
pre-defined whole static or dynamic hand poses, and the latter are manipulative
uses of hand movement whose purpose is typically to generate a control sig-
nal. This paper is concerned with conversational gestures that are performed in
conjunction with speech. More specifically, we are interested in how gesture sys-
tems can be designed to support story authoring through the feature analysis of
free gestures produced in naturalistic conversational/storytelling contexts. Such
gestures are termed gesticulation: gestures that are constructed, typically unwit-
tingly, at the moment of speech [16]. Gesticulation is creatively produced, and is
normally impermeable to ‘whole gesture’ recognition techniques typically used
in machine learning approaches that recognize exact repeated performances. For
example, one does not always produce the stylized ‘turning steering wheel’ ges-
ture when one says the word ‘car’. Research has shown that gesticulation carry
their meaning in gestural aspects or features that carry the mental image of the
multimodal discourse utterance (e.g., [18]). With the availability of technologies
that can capture and detect the movements of the hand in relatively high fidelity
such as the Leap Motion and Kinect systems [14], there are increasing oppor-
tunities to enable the creation of story products (e.g., a comic) to be driven by
storytelling gesticulations and speech.
Our research in this paper addresses specifically iconic gestures, which pro-
vide representational information about objects, such as their shape, location, or
movement. This initial focus is because iconic gestures are critical to storytelling:
of the existing gesture types, iconic gestures are frequently used to aid in visual
depictions of concrete objects [16]. We conducted a study whereby 20 partici-
pants (including 3 pilot participants) were video recorded while retelling stories
from various cartoon stimuli. Our analysis involved a feature-based analysis of
iconic gestures extracted from these recordings.
As outlined in Rautaray and Agrawal [20] and Al-Shamaylehk et al. [1], hand
gesture recognition, typically accomplished through machine learning algorithms
[21], consists of three steps - Detection: Detecting the hands and extracting
necessary features from them for recognition and/or tracking (tracking only
necessary when the application is dynamic in nature, as opposed to static ges-
ture recognition); Tracking: Maintaining detection of the hands from frame to
frame; and Recognition: The final interpretation of what the hands semanti-
cally express in the context of a given application.
The features typically used in gesture machine learning algorithms include
specific pixel values, whole three-dimensional hand models, or two-dimensional
hand shapes [20]. A main focus in the literature has been on the segmentation of
whole gestures for interpretation [4,6,12]. However, as can be observed during
natural discourse, gestures flow in and out of each other near seamlessly at times.
Our work looks at gesture features at a much lower level by using grounding from
psycholinguistic research [9,16] with a goal to inform the development of gesture
recognition systems for storytelling.
We note as well that few gesture recognition systems currently deal with
completely naturalistic settings. The closest application of gesture recognition
systems for natural, conversational gestures is to recognize sign language ges-
tures. In that case, the gestures can be argued to be conversational, but not
necessarily natural, as they stem from a predefined vocabulary.
While variations exist between different gesture taxonomies proposed in the lit-
erature [13,20], iconic gestures tend to be a common category across many of
them. As defined by McNeill, iconic gestures “bear a close formal relationship
to the semantic content of speech” [16], furnishing imagistic information about
their referents such as their shape, location, or movement. McNeill emphasizes
the need to interpret the meaning of an iconic gesture in combination with its
associated spoken utterance. An example of an iconic gesture is a speaker spread-
ing his hands out wide while describing a tree. In this case, the iconic gesture is
representing the width of the tree. As such, iconic gestures aid speech by depict-
ing a visual representation in the mind of the speaker from which both gesture
and speech proceeds.
Towards a Gesture-Based Story Authoring System 367
3 Data Collection
The goal of our research was to find the commonalities between iconic gestures
that are produced during naturalistic storytelling in terms of form features and
the concepts they portray, such that design implications for gesture-based sto-
rytelling systems can be derived. We had a total of 17 adult participants in our
final study, 15 male and 2 female, between the ages of 18 and 34. Before the final
study, we also conducted a pilot study with 1 male and 2 female participants
within that same age range to test our protocol. Participant recruitment took
place both via e-mail and via an online recruitment system which offered course
credit to enrolled students.
Our study protocol was similar to that used in previous gesture studies by
McNeill [16]. After presenting participants with a cartoon stimulus, we asked
them to retell the story of the cartoon from start to finish to the researcher in
a conversational context. The researcher primarily remained as a listener. We
368 S. A. Brown et al.
video recorded the exchange from two angles - one close and one angled from
slightly farther away. Participants were not informed that we were looking at
gestures specifically, but rather that we were investigating how people tell stories
to prevent them from being self-aware of their gestures during the retelling tasks.
Our study stimuli consisted of a combination of short scenes and full short
films: 2 full cartoon shorts (a 5-minute Loony Tunes cartoon, Box Office Bunny
[22] produced by Warner Bros. Animation, a 8-minute short film titled Alike
produced by Pepe School Land [15]), and 5 cartoon scenes, each under a minute
in length, extracted from 2 additional shorts (Pixar’s La Luna [3] and Alarm,
produced by MESAI [5]). The cartoon shorts were selected for being non-abstract
in nature (having concrete objects and environments, even if they are fantastical
or stylized), and having a clear sequence of events. Each participant watched
and retold the same set of cartoons, enabling us to compare gestures across
participants. In total, including the pilot study, 37 retellings of full cartoon
shorts were collected, and 85 retellings of cartoon scenes.
4 Data Analysis
The analysis in this paper focuses on the retellings of only the Loony Tune’s short
Box Office Bunny [22]. The coding was done by 6 coders, who first underwent
basic training sessions in gesture analysis.
5 Results
We considered only concepts that had a minimum of 4 gesture instances across
at least 4 participants in our results. Furthermore, we excluded entirely divergent
and entirely convergent gesture features since both provide little discriminatory
potential. The relevant results are shown in Fig. 1, and clear visual examples of
each analyzed concept can be found in Fig. 2.
Fig. 1. Results (%s reflect counts of each code within a given sub-concept)
370 S. A. Brown et al.
object’s dimension (with the object being determined from speech), and is reli-
able in that the other concepts do not replicate this set of form features.
Finally, gestures for Relative Position consisted largely of uni-directional
motions (with larger percentages than in both Movement and Character Action),
paired with a flat hand shape. We are limited by our chosen stimulus, Box
Office Bunny [22], in that gestures produced for this sub-concept solely described
objects that existed above or on top of another object. A common example was
descriptions of the movie theater sitting upon Bugs Bunny’s home. It is hard to
say without a broader range of relative relationships, but it could be that other
potential relationships share the same commonalities in form features. In which
case, a system would look for a uni-directional motion paired with a flat hand to
determine a positional relationship between one object and another. And per-
haps, in the absence of a flat hand shape, the system could move on to explore
the possibility that a Movement or Character Action is being portrayed, as they
were the next concepts to have majorities in uni-directional hand motions, going
down by highest percentages within those concepts. Thus, what we are describ-
ing is a system going through potential concepts by the probability that the
detected form features match trends discovered through this analysis; filtering-
down through an emerging taxonomy to determine in the end, what concept is
likely being gestured, if any.
7 Conclusion
In this paper we presented an analysis of iconic gestures during naturalistic sto-
rytelling as investigated through specific concepts they portray and their form
features. We coded iconic gestures as extracted from retellings of a cartoon stimu-
lus, and our findings suggest that across gestured concepts, patterns can be found
for specific form features. Though certain sub-concepts from our initial overar-
ching concepts provided mixed results, there were notable patterns within the
sub-concepts of Dimension and Relative Position. Our results provide a starting
point to develop gesture-based systems that can recognize free gestures during
naturalistic storytelling to produce concrete story outputs such as a cartoon
animation or a comic.
As a limitation of our analysis, the sample size for each category of gesture
concepts are unequal because in naturalistic contexts, we had no control over
what content participants decided to include in their story retelling and what
the gestured about. Moreover, we were limited to just one cartoon stimulus in
the work presented. Many more storytelling gesture stimuli need to be analyzed.
372 S. A. Brown et al.
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When Did I Lose Them? Using Process Mining
to Study User Engagement in Interactive
Digital Narratives
1 Introduction
systems and the multiplicity of created storylines, employing automatic analysis tools
could be particularly interesting to the field. In this article, we present an experimental
study focused on understanding the drops of user engagement, and briefly discussion
the potentialities of Process Mining for doing User Research of IDN systems.
2 Related Works
Continuation Desire [2] posits that even though engagement is a far-reaching term
often related to motivation, enjoyment, engrossment, etc., all the previous concepts
share a ‘volitional’ trait. Continuation Desire is understood as the determination, a
transversal indicator encompassing the Objectives, Activities, Achievements, and
Affect that drive the desire to continue making part of an interactive media experience.
To sample engagement at a given point, an intrusive protocol was proposed and
validated consisting of briefly pausing the execution of the experience a predefined
number of times, and asking users to quantify via a Likert scale, to which extent they
want to continue playing, why do they want to continue, and what they plan to do next
in the game. An elevated level of Continuation Desire could then be interpreted as an
indicator of the presence of engagement despite the existence of negative-valenced
emotions such as frustration and anger.
Process Mining bridges Business Process Management, a discipline that deals with
the modeling of the design space of business processes, (use cases and scenarios users
are confronted to), and Data Mining, a discipline that treats large datasets to find
patterns. Process Mining is a powerful analysis technique that goes beyond summative
metrics by allowing the discovering of processes and instantiating paths of execution
[1]. In Process Mining, we can distinguish Variants or unique sequences of activities,
instantiations of each Variant (called Cases), and visual representations of the dis-
covered processes (Process Maps).
3 Experimental Approach
A study was set up online using Prolific1, a scientific crowdsourcing platform. The
requirements for participating in the study were: (a) age between 18 and 40, (b) English
as native language or equivalent, (c) having completed at least secondary education.
1
Prolific. https://prolific.ac.
376 S. Estupiñán and N. Szilas
A total of 90 participants (50 males, 40 females) aged between 18 and 39 years old took
part in the study (M = 27.86, SD = 6.24). From this participant pool, we removed those
who did not go through one of the engagement trajectories, which resulted in a final
sample of 74 participants (82% of the pool), which for the most part belonged to the
Hooked (n = 40) and Unattached (n = 17) trajectories.
We used Disco to automatically identify Variants of User-Initiated Actions per
engagement trajectory. Variants are each of the paths of execution in a process, which
contains a certain number of Cases. Process Mining analysis on the traces was per-
formed based on segments corresponding to each of the three interruptions, allowing us
to ‘zoom in’ into the gameplay traces.
2
Disco. https://fluxicon.com/disco/.
When Did I Lose Them? Using Process Mining to Study User Engagement in IDN 377
We only found Variants for the Hooked and Unattached trajectories, which may be
explained since these two trajectories have most of the participants (n = 57). By
inspecting in detail each Variant segment, a series of interesting observations arise from
which we instantiate the following three: First, the User-Initiated Action Informs
Wish dinner_solution, which by design helps moving forward in the story, was
strongly present in the Interruption 1 of the Hooked trajectory but not in the Unat-
tached. Second, participants in the Unattached trajectory, for the most part, triggered
performative activities that did not involve any other character. Finally, not finding any
Variants in Hooked’s Interruption 3 puzzles us, since it indicates that there is no a
sequence of actions that could be linked to a High Engagement. Analyzing what
occurred during this interruption would require a different approach and/or additional
techniques.
5 Conclusion
The nature of the AI-based systems issued in the field of Interactive Digital Narratives
(IDN) affords a great multiplicity of story paths as a result of the direct intervention of
the users. Such a diversity poses problems in terms of analysis of the systems and the
Interactive Narrative Experience since not all the generated storylines might be inter-
esting and engaging to the user.
We were interested in discovering when and why the user engagement had dropped
during runtime in the Interactive Digital Narrative work “Nothing for Dinner” (NFD).
We set up a study in which we collected telemetry data and self-reports of engagement
of 74 participants during runtime, and then we employed Process Mining (PM) to
discover the models and paths of interaction in the light of a set of engagement
trajectories that we defined. To our knowledge, PM has not been used before for
analyzing IDN systems.
Process Mining proved to be a valuable technique to discover the diverse paths in
which users interact with the IDN system. Moreover, it was useful for spotting the
elements of a hooked narrative path (high engagement), which in the case of the tested
story seemed to be mostly linked to seeking the involvement of other characters in the
achievement of certain activities. These leads for improvement could be implemented
and further tested to validate if there is a diminishing in the number of users that exhibit
drops in their engagement.
We believe that Process Mining is a new and promising approach for the automatic
evaluation of different IDN systems and the advancement of the understanding of the
Interactive Narrative Experience. It can provide authors and designers with powerful
bird-eye analytic tools and insights on the actual interactions of the users with a
complex system.
Future work may include employing Process Mining to study raises in engagement,
narrative evaluation, as well as the influence of certain activities in the overall re-
playability, objective metrics [9], and the emotional dynamics over time using psy-
chophysiological measurements.
378 S. Estupiñán and N. Szilas
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https://doi.org/10.1007/978-3-319-12337-0_9
Effects of Higher Interactivity
on the Interactive Narrative Experience:
An Experimental Study
Abstract. This article reports a study with the purpose of analyzing the
Interactive Narrative Experience under different levels of interactivity: a “clas-
sic” 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.
1 Introduction
Interactive Storytelling changes the role of the user: from the observer, she becomes the
active player who can influence the course of the story through her interactions with the
system [1–3]. This is classically achieved by using a branching story structure [4, 5],
for which the author must write all scenarios, which inherently limits the number of
scenarios and the agency [1]. However, techniques based on Artificial Intelligence
(AI) make it possible to generate narrative events and create a story dynamically
according to user choices. The event in a generative narrative is calculated and created
by the program, considering the elements and constraints specified by the author. This
gives the user even more freedom of choice and the possibility to influence how the
story unfolds or ends. Such “Highly Interactive Narrative” contains at least one event
that in its occurrence (if and when it happens), its content and its formulation, is the
result of a calculation [3]. It includes works such as “Façade” [6, 7], “Crystal Island”
[8, 9] or “Nothing For Dinner” (NFD) [3, 10]. The latter, based on the IDension
narrative engine allows to generate a series of narrative events and to offer in average
23 possibilities of action each time the user had to interact [12].
Currently, despite the numerous discussions on agency and freedom in Interactive
Storytelling, there is a lack of research on the effective impact of this freedom of action
and interactivity on the Interactive Narrative Experience. Roth et al. [13] compared the
user experience in “Façade” with the adventure game “Fahrenheit” that is characterized
by the relatively low degree of user freedom. Results showed that dimensions of user
emotional state in the game and which allows a deeper sense of immersion and
engagement. The authors consider that with a good frustration, a game can offer the
player a higher level of emotional engagement and she becomes thus more involved
and focused. In the frame of this study, the term “frustration” refers to good frustration.
In Façade, the user’s frustration towards the personality of characters was considered
as a positive element of the narrative which confirms character plausibility and player
engagement [6]. Allison et al. [19] found that players of DayZ considered the per-
manent death of their character as frustrating but also a necessary component to make
the game enjoyable. In Nothing For Dinner some users identified frustration as a
positive element of user experience [10]: By embodying the role of the protagonist the
user can feel the frustration that comes from the inability to change the family situation
despite effort in that sense, and from the difficulties of managing daily life with a person
who suffered a Traumatic Brain Injury.
Extending these examples, we hypothesize that the frustration resulting from the
user emotions in the game is not only a positive aspect of user experience but also can
be a fundamental characteristic of Interactive Narrative based on social context. In the
version using branching story structure, users would feel mainly empathy for the
characters, while in the highly interactive version, the emotions could be stronger
because the high degree of freedom to interact with the story characters allows the
player to simulate human relationships in a virtual world, and as a result to establish an
emotional connection with story characters. We assume thus that in the Highly Inter-
active version of the narrative, the feeling of frustration is higher than in the narrative
with a low level of interactivity.
2 Method
Two versions of the existing Interactive Narrative (IN) Nothing For Dinner (NFD),
were used with different levels of interactivity: a Highly Interactive version and a
weakly interactive version. These two versions are rendered in the form of a narrative
hypertext. The experiment was conducted with 30 participants with the objective to
compare the Interactive Narrative Experience in both versions. The independent
variable was the level of interactivity in the IN (high, low) and the dependent variables
were feelings of control, curiosity, and frustration.
Fig. 1. (Left) Screenshot of the 3D version of NFD. (Right) Screenshot of the Highly Interactive
hypertext version of NFD.
Highly Interactive Hypertext Version: For this experiment, we adapted the 3D version
of NFD into a dynamic hypertext version. We removed all the 3D graphics and
interaction and we created a new user interface in hypertext form on top of the ID
tension narrative engine [11]. We thus used the same narrative engine as in the original
3D version. Figures 1 shows the difference between the 3D version and the highly
interactive hypertext version.
In the Highly Interactive hypertext version of NFD (Fig. 2), the characters and
objects of the narrative are presented in the form of an interactive row at the top of the
screen. The screen is divided into two parts: one part with character dialogues and the
other part with possible choices. The choice list is modified according to the character
with whom the player is currently interacting with and changes dynamically consid-
ering previous actions, as calculated by the Narrative Engine. The button “Next”
appears as the interaction progresses to show the continuation of the undertaken action
and moves forward in the story.
Weakly Interactive Hypertext Version: The weakly interactive hypertext version was
built in Twine1, a software that allows to create branching-based Interactive Narratives.
All narrative actions are presented sequentially: each event that occurs depends on the
1
https://twinery.org/.
Effects of Higher Interactivity on the Interactive Narrative Experience 383
previous choice. We have reduced the long list of choices proposed in the Highly
Interactive version by leaving in each scene only 1 to 3 essential choices to achieve the
objectives of the scenario and move forward in the story (see Fig. 2).
2.2 Participants
30 participants took part in this study, 16 males and 14 females aged between 18 and
40 years. French was their mother tongue, or they were bilingual, had no prior
knowledge on Traumatic Brain Injury and had never played NFD. They were randomly
assigned to one of the two experimental groups, one with the Highly Interactive ver-
sion, the other one with the Weakly Interactive version (15 participants per group).
2.3 Measures
Feeling of control was measured using the scale Control (Cronbach’s a = .80) pro-
posed in the Core Elements of the Gaming Experience Questionnaire (CEGEQ) [20].
6 statements were chosen and used to evaluate the feeling of control: “I was in control
of the game”, “I was able to see in the screen everything I needed during the game”, “I
felt what was happening in the game was my own doing”, “There was time when I was
doing nothing in the game”, “I knew how to manipulate the game to move forward”, “I
knew all the actions that could be performed in the game” on a 5-point Likert scale
from 1 (strongly disagree) to 5 (strongly agree).
Curiosity was measured using a curiosity evaluation questionnaire in serious games
(Cronbach’s a = .71) developed by Wouters et al. [21]. To make the questionnaire
relevant to our theme, “cancer” was replaced by “traumatic brain injury”. The ques-
tionnaire was composed of 6 items: “The game motivated me to learn more about
traumatic brain injury”, “I wanted to continue playing because I wanted to see more of
the game world”, “I was curious to the next event in the game”, “I sought explanations
for what I encountered in the game”, “Playing the game raised questions regard-
ing traumatic brain injury”, “I wanted to continue playing because I wanted to know
more about traumatic brain injury”. Participants were asked to rate these statements on
a 5-point Likert scale ranging from 1 (strongly disagree) to 5 (strongly agree).
Not having found an existing scale to measure frustration that results from the
user’s emotional experience, we established ourselves the items that could evaluate this
type of frustration. Five statements were therefore issued: “I lived with Frank the
difficulties of his daily life”, “I can understand why Frank gets angry because of his
father’s attitude”, “I felt Frank’s frustration when he was managing relationships with
his father”, “I was upset by Paul’s unpredictable reactions” and “I wanted to help Frank
but I felt powerless in the situation”. As for the two previous variables, participants
estimated these statements on a 5-point Likert scale from 1 (strongly disagree) to 5
(strongly agree). All questions were translated in French.
2.4 Procedure
The experimental procedure went on in two steps: first, the selection of participants and
second the participation to the experiment. In order to assess whether potential
384 L. Gapiuk et al.
participants fulfill the selection criteria (see Sect. 2.2 above), a questionnaire was sent
by e-mail. This e-mail also included the context of the research, the purpose of the
questionnaire and the unfolding of the future experiment. Then, the accepted persons
were contacted to come on-site for the study.
The experimental procedures were identical for both groups of participants except
the time of interaction with the narrative: 30 minutes for the highly interactive group
and 20 min for the weakly interactive group. This is due to the fact that the former
offers more possibilities of actions (23 in average vs 1–3), which requires more time for
selecting an action. The experiment took place in a quiet room with groups of two to
five participants. It started with a briefing after which participants were asked to sign a
consent form. Each participant had at their disposal the tutorial in paper form “How to
play” explaining elements of the IN’s interface and possible interactions in the game.
Immediately after playing, participants were asked to complete a computer-based
questionnaire to measure their feeling of control, curiosity, frustration. The question-
naire also included one open question: “How was your experience in this study?”. They
were also requested to fill out a computer-based questionnaire that included the 12
questions to analyze participants’ learning outcomes in both interactive versions of the
narrative. In this article, we do not tackle learning outcomes.
The whole duration of the experiment was 40 min for the highly interactive group
and 30 min for the weakly interactive group. At the end of the experiment, participants
received a remuneration of 10 Swiss Francs.
3 Results
Table 1. Descriptive statistics for all dependent variables in two experimental conditions
N Mean Std. Dev.
Control Highly interactive version 15 3.45 .55
Weakly interactive version 15 3.76 .90
Curiosity Highly interactive version 15 3.65 .72
Weakly interactive version 15 3.94 .91
Frustration Highly interactive version 15 3.82 .47
Weakly interactive version 15 3.61 .69
Inferential statistics (Table 2) show that the effect of interactivity was not statisti-
cally significant on our 3 dependent variables: feeling of control F(1,28) = 1,28,
p = .27, curiosity F(1,28) = .92, p = .35 and frustration F(1,28) = .98, p = .33. Con-
trary to our hypothesis, the level of interactivity does not influence the user’s feeling of
control, curiosity, and frustration.
The absence of effect of the degree of interactivity on the feeling of control (and even a
tendency towards an inverse effect) may be explained by the difficulties of interacting
with the system which offers too many choices. This surfaces in some answers to the
open question “How was your experience in this experiment?”: “Sometimes there were
too many options” and “It was difficult to interact correctly with characters without
getting lost in the different options.” Another interpretation could be that repetitive
choices presented in the Highly Interactive version decreased the sense of control.
Some participants who used this version noted that “Obsolete options should be
removed once they have already been made” and “Repetitive options give the
impression that you are in a loop and you lose the motivation to continue.” Also, two
participants who used the high interactive version noted “I enjoyed playing the game…
you feel like you have an influence on the unfolding of the story” and “Interesting and
enriching experience. My perception has really evolved with (this) simulation game
where we see the consequences of the actions.” These two participants effectively
scored 4 for the control scale, it might be plausible that they experienced a feeling of
agency [1]. Therefore, two phenomena may compensate each other: on the one hand,
more interactivity, therefore more choices, led to a feeling of getting lost in the space of
possibilities, thus a lack of control, while on the other hand, more interactivity was
appreciated as a gain in agency. Therefore, in order to fully benefit from the increase in
interactivity, it appears essential to also solve critical issues that are collateral with the
increase of choices: optimize the display of many choices from a usability point of
view, present enough new options in each turn, make sure that options that appear
repetitive would produce a distinctive effect on the story world.
386 L. Gapiuk et al.
5 Conclusion
In this study, we experimentally compared two different versions of the same Inter-
active Narrative, each featuring a different degree of interactivity, to analyze the effect
the higher interactivity on the Interactive Narrative Experience. The results indicated
that the level of interactivity did not impact the user’s feeling of control, curiosity, and
frustration. These results challenge the idea that generative interactive narrative is
necessary better than branching narrative. At the same time, this study provided hints
Effects of Higher Interactivity on the Interactive Narrative Experience 387
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Towards a Quality Framework
for Immersive Media Experiences:
A Holistic Approach
1 Introduction
Over the years, immersive technologies have become inherently interactive and
their dependence on narrative has gradually increased [7]. When the end user
experiences these technologies it results in Immersive Media Experiences (IME).
Underlying concepts and dimensions of IME have been developed from a tech-
nological perspective [10,12,21] however, quality measures are still rudimentary.
Current Quality of Experience (QoE) frameworks limit their definition of content
to its type (depth, texture, etc.) and reliability. Thereby, excluding the infor-
mation and experiences it delivers. In turn, also excluding any narrative-based
and/or task-based influences of the content on user-perceived quality. Hence,
we believe that assessing quality in Immersive Media Experiences can benefit
from the rich scholarship of Interactive Digital Narratives (IDN). It is not clear
which factors of an IME are responsible for a user’s emotion, involvement, and
degree of interest for user-perceived quality. However, immersive media is widely
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 389–394, 2019.
https://doi.org/10.1007/978-3-030-33894-7_41
390 A. Hameed et al.
2.1 Form
We consider form to be the foundation upon which the entirety of IME is built.
It comprises of a system-generated world that affords interaction to its users.
Appropriating from Steuer, we denote form by its vividness and interactivity.
One is the system’s ability “to produce a sensory rich mediated environment”,
and the latter is degree to which users can “influence the form or content of the
mediated environment” [26]. To achieve flow inside any system the experience
dimensions and quality dimensions needs to be measured.
Quality Framework for IME 391
2.2 Content
We introduce content as a new influence factor in our quality framework for
IME. A user removed from their immediate context is immersed into a reality
represented by the medium, i.e. the broad category objects, actors and events.
We argue that an IVE with its inherent interactive qualities is a live box of action
possibilities produced by the system. Content, on the other hand, is its “mean-
ing”. It is the flow of events, inclusion of social elements, nature of task/activities
performed. The overall meaningfulness of the content determines various kinds
of presence [9,14,22]. Meaning, for the user, is derived from a combination of the
content and the context within which the content exists [6]. We divide content
into diegetic, non-diegetic, and aesthetic classes of information or experience.
For our holistic framework, we have discussed the dimensions of two content
factors in specific, i.e. narrative-based and task-based.
Narrative-Based: What storytellers achieved through expression, improvisa-
tion, theatrics, and exaggeration are now readily available to users as immersive
environments produced by computers. Ryan [20] calls it Spatial Immersion (in
her triad of spatial, temporal and emotional immersion). IVE is only a presenta-
tion context whereas its narrative context is the diegetic space of the story that
takes place within it [2]. These dimensions are symmetrical to the four narrative-
centric factors hypothesized by Rowe et al. [19]. These are narrative consistency
(believability), plot coherence (logical order), drama (setup-conflict-resolution),
and predictability (real-world authenticity). The result of which is a Plausibility
Illusion - an acknowledgement of the truth of the environment [24].
392 A. Hameed et al.
2.3 User
User, or human, influence factors are deemed influential for the formation of
quality [3]. User characteristics, their learning ability and assumed agency play
a significant role in shaping the overall perceived quality of IME. Characteristics
are demographic attributes as well as perceptual, cognitive and motor abilities of
users [11]. Prior experiences of IVEs affect a willful suspension of disbelief as well
as allocation of attentional resources [11] in turn, affecting presence. Other works
[8,15,29] have identified the effects of age, gender, cultural background, and
emotional state on user-perceived quality. Due to their characteristic similarity
to the real-world, users have a higher chance of learning IVEs [17,27].
2.4 Context
Context factors are relevant situational properties that can be broken down
into physical, temporal, social, economic, task and technical characteristics [18].
They have considerable effect on the quality levels of any media experience. But
since fully immersive media (such as VR) occlude the real-world, we arrive at an
inside and an outside. Simulated contextual changes inside virtual environments
can affect user characteristics. IMEs are powerful because of the agency they
give the end user. They are not mere simulations but entirely new spaces of
signification as well. User do not just experience high-fidelity geometries with
real-time responsiveness but the meanings those interactions deliver. This is why
they require new inclusive measures for quality assessment. Hence, evaluating
all the dimensions discussed above can depict the overall QoE of IMEs.
3 Conclusion
This research paper presents a modified quality framework of IMEs. In addi-
tion to immersivity and interactivity, the framework draws from theories and
approaches in IDN to include narrativity as an important facet. The paper
presents a four constructs i.e. Form, Content, Context and User, that deter-
mine quality in IMEs. For its practical use, the framework emphasizes on the
Quality Framework for IME 393
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The Effects of Interactive Emotional
Priming on Storytelling:
An Exploratory Study
1 Introduction
Emotions are central to the experience of engaging in storytelling, not just during
storytelling but also before and after engagement [19]. Products that can deliver
more emotionally rich story experiences are more fascinating because audiences
or consumers become emotionally attached to the artifacts [8,24]. There is quite
some research that use users’ emotions to enable computers to be effective sto-
rytelling agents, e.g., emotional storytelling robots can observe their listeners
and adapt their style in order to maximize their effectiveness [7], AI experience
managers can predict the player’s emotional response to a narrative event and
use such predictions to shape the narrative to keep the player on an author-
defined emotional curve [15]. Generally in previous work, storytellers’ emotions
have been used as input to modify features of the story plot, or as an element of
character models, e.g., to adjust story characters’ behaviors based on users’ emo-
tions recognized from linguistic expression [4], or changing the overall narrative
according to users’ captured emotions [18].
Surprisingly, we found fewer emotion-based approaches to support users to
create, instead of consume, rich stories. In this paper, we propose that emotional
priming may be an effective approach to scaffold the creation of rich stories. This
paper presents a within-subjects study that investigates the effects of emotional
priming, enabled through interactive means, on users’ storytelling ability, and
wraps up with a discussion of the design implications for interactive digital
storytelling support interfaces.
emotions may play a different role by framing the user in a more active state of
mind in preparation for storytelling. This allows the storytelling process itself
to be unhindered by the need for intensive monitoring (e.g., facial recognition
while the user is telling her story), with potentially similar benefits in terms of
more emotionally rich stories.
Emotional priming is the act of modifying someone’s behavior and actions
through subliminal stimuli. Essentially, subliminal emotional stimuli are used
to alter moods and therefore trigger a particular response [9,27], for example,
to affect affective judgments. Emotional priming is considered fundamental evi-
dence for unconscious perception and its strength is predicted by perceptual
awareness levels [17]. Specifically, valenced emotional concepts can be noncon-
sciously activated, remain inaccessible to conscious awareness, and still affect
behavior in an emotion-specific fashion [28]. fMRI studies suggest that emo-
tional priming effects trigger specific regions of the brain that handles emotions
[14].
Prior work on emotional priming typically prime participants for specific
moods (e.g., showing sad pictures to prime for sadness). In our work, we are
interested in priming participants for attention to emotions in general (i.e., not
specific emotions per se). Our proposed process is illustrated in Fig. 2, which can
be contrasted to the process in Fig. 1. Users are primed to be in an emotionally
attentive state before the act of storytelling or story creation. In the bulk of
literature on emotional priming, participants are primed by requiring them to
watch a series of emotionally-specific stimuli (e.g., pictures of happy moments).
We posited that emotional priming can also be achieved through the act of
producing and embodying emotions rather than simply perceiving them, thus
warranting interactive support systems.
3 System Description
To investigate the promise of our proposed approach of emotional priming, we
implemented a gamified emotional priming system that is similar to a typical
rhythm game like Guitar Hero. The system visually presents participants with
398 N. Rao et al.
stimuli that fall from the top of the screen to the bottom of the screen. The
participant needs to respond to the stimuli by the time the text reaches the
bottom of the screen (pink area in Fig. 3). Three variations of the system were
created for three study conditions: (1) emotional priming through emotion per-
ception: users perceive and recognize existing emotions; (2) emotional priming
through emotion production: users generate facial expressions matching specific
emotions; and (3) no emotional priming.
In the system for condition A, the stimuli consist of emojis (facial expressions)
and the response required from the participant is to press a key corresponding
to the specific emoji emotion (see Fig. 3 right). In the system for condition C,
the stimuli consist only of directional arrows, and the participant’s response is
to press the corresponding arrow key on the keyboard (see Fig. 3 left).
Fig. 3. Gamified interfaces used for each condition (Color figure online)
In the system for condition B, the stimuli consist of words indicating emo-
tional states (e.g., “happy”), and the participant’s required response is to pro-
duce the indicated facial expression (see Figs. 3 middle and 4). The system then
recognizes the participant’s facial expressions and maps it to an emotion. The
facial expression recognition component of our system used convolutional neural
networks to classify emotion/facial expressions based on the FER2013 dataset.
We achieved real-time detection using visual-based methods [1]. Four emotions
can be identified by the system: happy, angry, sad, and surprise.
In all the 3 system variations, points were awarded if the correct response
was given in time. The game component was designed as a Java Standalone
application, with graphics developed using AWT and Swing libraries. We also
developed a sub-component for components-communication, allowing the video-
game component to gather the user’s input through the system clipboard which
contained the recognized facial expression.
The Effects of Interactive Emotional Priming on Storytelling 399
4 Study Description
Using the three system variations, we addressed the following research questions:
RQ1: Are there significant differences in storytelling quality after emotional
priming?
RQ2: Are there significant differences in storytelling quality after perception-
based emotional priming as opposed to production-based emotional priming?
The study was carried out in the lab, and used a within-subjects design
with emotional priming as the single independent variable (3 levels: perception-
based emotional priming; production-based emotional priming; no emotional
priming). We had a total of 12 study participants, 5 males, and 7 females. All
were university students. They were recruited through university listservs. They
were compensated with course credit. A participant participated in only one
study session during which he/she engaged in 3 conditions.
Two types of storytelling tasks were given to participants: (i) one prompted
by pictures, and (ii) the other prompted by a text phrase. For the picture-
prompted storytelling task, 6 paintings (Fig. 5) by the American artist Norman
Rockwell were used. These were selected for their potential emotional content
and because they were unlikely to be known by participants, thereby eliminating
preconceived biases about the paintings. For the text-prompted storytelling task,
the following phrases were used: “a child and an animal in the woods”; “an
adult and a child and a lake”; and “two children take a walk”. The phrases
were purposefully left to be ambiguous so that participants can have freedom to
create a story.
400 N. Rao et al.
After an idea digest had been extracted for each story, it was coded for rich-
ness descriptors, which we operationalized as adjectives, nouns used as adjec-
tives, adverbs, and descriptive verbs. This generated a ‘story quality score’. A
similar process to generate a story quality score was used in Chu et al. [5]. We
standardized the value of the story quality scores in two ways: by word count
and by the total number of ideas identified in the story. Thus, even if a story was
significantly shorter than another, we could still comparatively gauge a sense of
its richness. Paired-samples t-tests were run on the story quality scores stan-
dardized by word count and standardized by the number of ideas to see if there
were statistically significant differences between the quality of the stories being
told after using different interfaces.
6 Results
Since each participant had 9 stories, 108 stories were collected in total for 12 par-
ticipants. ANOVA showed that means differed statistically significantly between
the quality of the stories being told after 3 levels of emotional priming stimuli
(when standardized by word count, F(2, 70) = 35.31, P < .001; when standard-
ized by the number of ideas, F(2, 70) = 45.66, P < .001). Post hoc tests using
the Bonferroni correction revealed that pairwise differences exist among all 3
comparisons for all 3 levels of emotional priming stimuli.
When standardized by word count, participants told richer stories
after production-based emotional priming (M = .11, SD = .036) as opposed
to perception-based emotional priming (M = .089, SD = .028); t(35) = 4.10,
p < .001. The difference was even larger between production-based emotional
priming and no emotional priming (M = .064, SD = .021); t(35) = 6.90, p < .001.
When standardized by the number of ideas, participants told richer stories
after production-based emotional priming (M = 1.25, SD = .40) as opposed to
perception-based emotional priming (M = .91, SD = .18); t(35) = 4.95, p < .001.
The difference was even larger between production-based emotional priming and
no emotional priming (M = .63, SD = .21); t(35) = 7.88, p<.001.
On average across the two standardization methods, the average
story quality score told after production-based emotional priming was
1.32 times higher than for perception-based priming, and 1.88 times
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Ergon. Sci. 3(2), 159–177 (2002)
27. Winkielman, P., Berridge, K.C.: Unconscious emotion. Curr. Dir. Psychol. Sci.
13(3), 120–123 (2004)
28. Zemack-Rugar, Y., Bettman, J.R., Fitzsimons, G.J.: The effects of nonconsciously
priming emotion concepts on behavior. J. Pers. Soc. Psychol. 93(6), 927 (2007)
Cognitive Training for Older Adults
with a Dialogue-Based, Robot-Facilitated
Storytelling System
1 Introduction
In the wake of rapid and global societal aging, maintaining the quality of life (QoL) of
elderly people has become an important concern worldwide. Social isolation and
loneliness are major QoL problems affecting older adult populations. To stay mentally
and emotionally fit ensuring positive social interactions and communication in the daily
life of elders is key [1, 2]. Additionally, there appears to be a relationship between these
social activities and cognitive functions, suggesting that they have the potential to
prevent cognitive decline. For instance, research has found that communication with
others balances sympathetic nerve activity, leading to more emotional support [5]. Such
findings reveal the potential value of exploring the role of the social environment in
protecting against cognitive decline at an older age.
To ensure that the QoL in older adults is being maintained, knowing the status of
various cognitive functions and the rate of cognitive decline over time are of key
This research was partially supported by JSPS KAKENHI Grant Numbers JP19H01138.
importance. So far, several testing methods, such as the Wechsler Memory Scale-
Revised (WMS-R) and the Japanese version of the Montreal Cognitive Assessment
(MoCA-J), have been successfully applied to understand the cognitive status of healthy
older adults. For instance, Suzuki et al. [6] were able to detect the presence of delayed
verbal memory through a randomized controlled trial. However, these testing methods
are designed for experimental settings and are thus difficult to use in daily life.
Moreover, such testing is aimed at assessing the current status at one moment in time;
because we would like to perform cognitive training in a proactive and sustainable way,
we may need a method that can be used easily on a daily basis by older adults and
caregivers.
To this end, we propose a dialogue-based system that aims to provide cognitive
training for healthy older adults on a daily basis. Our system consists of five steps. First,
we collect stories from older adults using voice records taken during participation in an
existing group conversation system [4]. We then generate a dataset of question-and-
answer (QA) pairs for each story in a dialogue format. We also create a storyteller
persona to further structure the experience of each story. The story datasets are then
provided in an interactive way through a storytelling and QA experience, which is
facilitated by an original robot that we developed (Bono-06). This robot takes on the
storyteller persona of each story. To evaluate the current datasets, user experience, and
feasibility of the dialogue system and robot-based facilitation, we conducted a user
study with 21 elderly participants. We report on the results of this evaluation here.
2 System Design
we evaluated here: “About twenty years ago, I bought a tray at an overseas airfield.
I think it was about a hundred dollars. It’s not a big deal, but it’s lacquered…”
Step 3. Development of the Storyteller Persona: In this step, we develop a story-
teller persona to be used in the dialogue system by the robot facilitator. Because our
goal is to develop a dialogue system for daily use by older adult users, we decided that
the storyteller should have a personality and speak naturally. Moreover, after gener-
ating and reviewing the initial sets of QA pairs, we realized that a personality would be
useful for the content format and the storyteller. We thus developed a persona that was
based on the elderly people mentioned in Step 1. Specifically, a persona called BONO,
aged 70 years old, male, with the hobbies fishing, piano, healthy food, and golf.
Step 4. Generation of QA Pairs: Next, towards creating a daily system, we generate
pairs of questions and answers to be used in the interactive QA-type dialogue system
with the robot. In this case, we use done of the 36 stories that were collected to generate
a dataset. We then create a fixed number of QAs pairs using crowdsourcing via a
company. In this case, we used a local company to generate about 65 QA pairs.
Step 5. Transformation of Generated QA Pairs: Finally, we thoroughly check the
QA pairs for grammar, syntax (e.g., punctuation), and other formatting issues. We also
modify the story text for robot processing by replacing words written in logographic
Chinese characters with the phonetic alphabet equivalents for pronunciation accuracy.
For example: “What is attracts you to this plate?” with the answer being “I think the
best point is I can put something on it. I always use it in daily use. I also like the
appearance of it.”
Robot Facilitation and an Example Use Case: Figure 1 illustrates how the robot
(Bono-06) is integrated into the dialogue system through a general use case. The robot
has a microphone and a physical button for operation, designed with elderly users in
mind [7]. Once the user pushes the button on the robot, speech recognition starts (1).
The user then asks the robot a question, with their speech data transcribed via the tablet
and forwarded to the dialogue system (2.askToSystem). Next, the dialogue system
replies to the tablet with an answer and the confidence level for this answer (3.re-
plyFromSystem). Finally, the robot vocalizes the answer it receives from the dialogue
system. Its face turns yellow if the dialogue system has an answer to the question.
Fig. 1. Use case of the dialogue system integrated with the robot Bono-06 (Color figure online)
408 S. Tokunaga et al.
3 User Study
We conducted a user study that revealed the attitudes of older adults towards the robot,
their ability to remember the stories they experienced, and some technical difficulties
with the QA system and robot.1 21 healthy older adults (12 men, 9 women) aged 65
and above participated individually in one session with one human operator. We began
each session by explaining the user study and how to use the robot. First, Bono-06
relayed one story to the participant, and then the participant experienced a 3-minute QA
period. After this, the participant filled out an original self-report questionnaire (see
Table 1). Each item used a 5-point Likert scale. In items 1 to 3, we asked about the
robot’s appearance, such as size and facial expression. Items 4 to 6 (marked with a y
symbol) tested how much the participant remembered of the robot’s original story and
are relevant to cognitive function tests.
Questionnaire results are summarized in Table 1 under the “Score” column. Results
from items 1 to 3 suggest that the robot’s appearance was acceptable, with all scores
higher than the mean value. However, results from items 4 to 6 indicate that partici-
pants had difficulty remembering the story, with the rate of correct answers at about
50% or lower. Additionally, our observations and video analysis show that the system
often did not reply with a valid answer. Reasons include: speech recognition failure;
lack of QA pairs datasets; some of the answers including too much information (despite
our efforts to reduce detail); and the user’s answer not being in the form of a question.
We plan to correct these technical issues and smooth over the UX in the next version of
the system.
4 Conclusion
1
This study has been approved by the research ethics committee of RIKEN (No. W2018-058). Written
informed consent was obtained from participants.
Cognitive Training for Older Adults 409
conducted a user study with 21 elderly participants using one story crowdsourced from
elders. We confirmed that most participants could use the system with little difficulty
and that the appearance of the robot is acceptable. However, we found several technical
and design factors that lead to human error and poor UX in some cases. After improving
these, we plan to conduct a long-term randomized controlled experiment (RCT) to
confirm the effects on and experience of elders using our system on a daily basis.
References
1. Arnetz, B.B., Eyre, M., Theorell, T.: Social activation of the elderly: A social experiment.
Soc. Sci. Med. 16(19), 1685–1690 (1982). https://doi.org/10.1016/0277-9536(82)90093-4
2. Golden, J., et al.: Loneliness, social support networks, mood and wellbeing in community-
dwelling elderly. Geriatr. Psychiatry 24, 694–700 (2009)
3. Kikuchi, I.: Development of the extraction and reuse method of interesting topics based on
analysis of laughter in coimagination method. Master’s thesis, Chiba University (2017).
(Japanese)
4. Otake-Matsuura, M.: Conversation assistive technology for maintaining cognitive health.
J. Korean Gerontol. Nurs. 20, 154–159 (2018)
5. Seeman, T.E., Lusignolo, T.M., Albert, M., Berkman, L.: Social relationships, social support,
and patterns of cognitive aging in healthy, high-functioning older adults: MacArthur studies
of successful aging. Health Psychol. 20, 243–255 (2001)
6. Suzuki, H., et al.: Cognitive intervention through a training program for picture book reading
in community-dwelling older adults: a randomized controlled trial. BMC Geriatr. 14(1), 122
(2014)
7. Tokunaga, S., Otake-Matsuura, M.: Development of Dialogue Robot Bono-06. The Robotics
Society of Japan (2019, to appear)
8. Wechsler, D.: Wechsler Memory Scale-Revised. Harcourt Brace Jovanovich, San Antonio
(1987). https://ci.nii.ac.jp/naid/10013355821/en/
Doctoral Consortium
Companionship Games: A Framework
for Emotionally Engaging and Empathetic
Interactive Characters
Alice Bowman(&)
Abstract. 1 in 2 people are diagnosed with cancer in their lifetime, and for
those living with cancer loneliness and isolation are significant problems. This
paper discusses the development of a virtual cancer support group, using the
support group format to offer a companionship game to breast cancer patients.
Seven characters populate this support group, designed as empathetic virtual
agents. Interviews and playtests will assess the effectiveness of the design
practice developed, and these learnings will be used to create a design frame-
work for emotionally engaging and empathetic interactive characters.
1 Introduction
Most of us will be affected by cancer to some extent over the course of our lifetimes.
The lifetime risk of receiving a cancer diagnosis for people in the UK born after 1960
has risen to 1 in 2 according to Cancer Research UK [1]. Even those who are not
affected directly are likely to see friends or family diagnosed with cancer.
As the likelihood of diagnosis increases and the average lifespan of cancer patients
lengthens due to developing treatment options, we must also increase the soft services
offered to accommodate the growing population living with cancer. People live with
technology, smartphone ownership in the UK has risen to 78% [2], games and apps
have become a part of daily life for many people. Individuals living with cancer are
perhaps even more invested in this outlet - a smartphone or tablet could be a lifeline to
the outside world to someone who is bedridden, or a doorway into escapism for
someone suffering through chemotherapy. With this in mind, I am undertaking the
challenge of creating a game to offer additional support to cancer patients.
Specifically, I have chosen to design a virtual cancer support group for breast
cancer patients. Loneliness and isolation are significant problems for people living with
cancer [3], and when severe can be detrimental to patient prognosis. Accessing a
support group can be difficult for a range of reasons, and virtual cancer support group
would provide a supplement or replacement to patients who might not be able to access
these services.
This project is not the first to employ game design practice in an attempt to solve a
problem, or otherwise offer a service other than entertainment through the format of
games. Serious games are a genre made up of games that aim to engage their players
beyond fun or entertainment [6], and a sub-genre of serious games deal with topics
relating to healthcare and wellbeing. Some of these games have specifically addressed
issues around cancer - That Dragon Cancer [7] is a biographical game made by a
developer to depict his young child’s experience of terminal cancer and the impact on
his family. Beyond this, other games such as Re-Mission [8] and The Cancer Game [9]
allow players to play out actions of fighting cancer and destroying cancerous cells -
these games can be cathartic for players of any age, and can be used to help younger
patients frame the often traumatising treatment in positive terms. The area of com-
panionship games is less explored, but the greater context of serious games and the
topic of cancer in gaming provides some insight in the form of critical play with which
to prime this research.
2 Research Aims
Previous studies and literature indicate that players can develop meaningful attach-
ments to game characters and games themselves [4]. The driving question behind this
research is how can characters be designed to foster these emotions in the context of a
serious game? Previous papers have examined the potential for emotional authenticity
in virtual agents [5]. This research seeks to test the extent to which emotional
authenticity and feelings of empathy and companionship can be generated using
characters designed to be empathetic virtual agents.
The prototype developed for this project aims to use a fictional simulation of a
support group to provide companionship to breast cancer patients and alleviate lone-
liness. For patients who are unable to access support groups, the app will offer an
alternative that can provide some of the emotional support that patients can derive from
support groups. For patients who can access support groups, the app might be sup-
plementary allowing them to access emotional support when their group is not run-
ningor might also serve as a transitional tool for patients who are tentative about
accessing a group.
Ultimately this research will enable the development of a design framework
identifying the core qualities of the empathetic virtual agents required for compan-
ionship games, as well as defining what a companionship game is. This style of game
might be used in any scenario where a user group could benefit from emotional support
that empathetic virtual agents can provide. Additionally, it could be used to educate
users about the emotions and reality of living with cancer and might provide empathy
training.
Companionship Games 415
A preliminary literature review of comparable work and relevant research was carried
out at the start of this work to prime the early stages of planning this research. This
literature review acts as a foundation for the research being undertaken and has also
been used to build a case as to the value of the research and reasoning for the
hypothesis of players benefiting from emotional attachment with virtual characters.
A thematic analysis of patient forums and online communities of people living with
cancer was carried out. This was the first step in developing an awareness of the
experiences of cancer patients, and an understanding of what it can be like to live with
cancer. This knowledge has been important to the project as it has facilitated the
accurate representation of patients and their experiences, and was a good preparatory
step prior to carrying out further research with patients.
Following this early research, I began working on designs for a virtual support
group prototype, designing the game flow and some potential characters. This design
work was done in parallel to other continued streams of research and allowed me to
explore the project through practice and prototyping. This practice as research has been
the core of the project and has continued throughout the development of this work,
drawing on my background in game design and working within a framework of design
literature that discusses emotional bonds between players and characters.
A series of 1-1 interviews with breast cancer patients are currently being carried
out. These interviews are semi-structured, focusing on topics such as loneliness, iso-
lation and emotional wellbeing. These interviews are hosted by Dundee’s Maggie’s
Centre, the local branch of a UK-wide cancer charity. These interviews are being used
to inform the narrative and character design, enriching the stories with realistic detail
and ensuring that they are accurate representations of the patient experience. The
narrative and characters do not directly depict any of the individuals interviewed or
their experiences, but the qualitative data gathered has informed the design practice.
A co-design session with breast cancer patients will then be used to examine the
prototype and gather feedback that can be used to iterate on the game’s design and hone
the narrative and characters. Patients will be asked to list the topics they would be
likely to discuss at a support group, and will be asked about who they would most want
to discuss each topic with. The character designs will be broken into components (i.e.
individual personality traits, age, background, appearance) so participants can create
their own variations on characters. This session will be used to explore player pref-
erence in identifying companions and to better understand what makes a player
recognise a fictional character as an empathetic confidant.
Through this research, the prototype will be iterated on to account for design
learnings and insights that the character design framework provides as it develops. The
final prototype of the game will be playtested at breast cancer support groups in brief
half-hour play sessions to capture initial player reactions. A small sample of breast
cancer patients will be asked to participate in an extended study of engaging with the
game over a longer period of time and playing the content in full. This extended
playtest will be followed by individual interviews to gather feedback on the player’s
experience and feelings towards the game and characters.
416 A. Bowman
4 Prototype
The prototype is currently in development, and this practice is a key component of the
research being undertaken. It is being made in Unity using the Fungus plug-in, which
gives developers a series of flow-chart based scripts to direct dialogue and branching
narrative. Seven characters have been designed as fictional breast cancer patients to
populate the support group. The first iteration of these character designs has been based
on a combination of early research and practice-based experimentation ideating through
multiple concepts. These character designs will evolve as the research progresses and
provides more material to inform the design. At present, the characters have been
written to encourage a close and empathetic bond with the player, and their back-
grounds have been designed so as to represent an array of different types of patient.
At present the working framework (see Fig. 1) is built off of practice-based
research, a literature review of relevant work and the other types of research undertaken
so far, as discussed in the above section. This framework will likely evolve as the
research continues, the current iteration of the character designs have been developed
using the framework, and their dialogue, character arcs and interactions with the player
all reflect the impact of this framework. These aspects of the prototype can all be
iterated to accommodate changes to the framework based on new findings.
Fig. 1. The working framework for designing empathetic virtual agents in companionship
games
5 Next Steps
Patient interviews are still ongoing, and they will be followed by the co-design session,
and later playtesting of the prototype. The prototype is currently in development, with
the first iteration almost complete, and will continue to evolve to reflect the new
learnings uncovered by the ongoing research. In presenting this research to the ICIDS
Doctoral Consortium I would like to gather feedback specifically on the research
methods employed and the development of the character design framework. These two
components of the project both have a significant impact on the validity of the research
Companionship Games 417
being undertaken, and it will be crucial in the dissemination of this research that the
reasoning behind the methods and the output of the framework can be explained clearly
and compellingly.
References
1. Cancer Research UK: Cancer Statistics for the UK. https://www.cancerresearchuk.org/health-
professional/cancer-statistics-for-the-uk. Accessed 1 Aug 2019
2. Ofcom: Ofcom Communications Market Report 2018. https://www.ofcom.org.uk/__data/
assets/pdf_file/0022/117256/CMR-2018-narrative-report.pdf. Accessed 1 Aug 2019
3. Macmillan: Isolation among cancer patients (2013). https://www.macmillan.org.uk/documents/
aboutus/newsroom/isolated_cancer_patients_media_report.pdf. Accessed 1 Aug 2019
4. Mallon, B., Lynch, R.: Stimulating psychological attachments in narrative games: engaging
players with game characters. In: Simulation & Gaming (2014)
5. Turkle, S.: Authenticity in the age of digital companions. In: Interaction Studies - Social
Behaviour and Communication in Biological and Artificial Systems (2007)
6. Chen, S., Michael, D.: Serious Games: Games That Educate, Train and Inform. Course
Technology PTR, Boston (2005)
7. Numinous Games: That Dragon Cancer, Unity (2016)
8. Realtime Associates: Re-Mission, Hopelab (2006)
9. Oda, Y., Kristual, D.: The Cancer Game, Albright College (2014)
Towards Design Principles for Fashion
in Interactive Emergent Narrative
Kenneth Chen(B)
1 Introduction
The field of interactive emergent narrative rallies around the concept of “Hamlet
on the Holodeck,” the dream of a story where the user can interact and watch
the world react accordingly [9]. However, a story generation algorithm naturally
lacks the artistic touch of a human author, and so many aspects of narrative
must be distilled into functions and logic that can be enacted by a nonhuman.
Such work has already been conducted on various areas such as timing [10],
analogies [16], and backstories [12]. In this paper, we will discuss the area of
fashion in interactive emergent narrative.
Fashion is a vital component of linear visual mediums of storytelling: it may
be called “character design” in video games or “costume design” in films. It is
comparatively unexplored in the field of interactive emergent narrative, seem-
ingly relegated to an afterthought. Two of the most influential projects in inter-
active emergent narrative, “Facade” [7] and “Prom Week” [8], use manually
authored character designs which deliver emergent narrative. What would it
mean for fashion to be a part of the generation process, and what could be
gained from such an undertaking?
[2]. Story refers to elements that affect the content, whereas discourse refers to
elements that affect the way such content is told.
At first glance, it may seem that fashion falls squarely in the realm of dis-
course, following the logic that a character’s outfit does not significantly change
their role in the plot. An outfit may help the reader quickly understand a charac-
ter’s emotional state, such as a depressed character wearing black. The depressed
character could feasibly be wearing anything, but the designer/author chooses
to make them wear black in order to communicate this knowledge to the reader.
This approach is deeply explored by character design as a way for the author to
tell the reader how to feel about a character upon their first impression [15].
Chatman also makes a distinction between “kernels” and “satellites,” two
types of story events with varying levels of importance. A kernel is vitally impor-
tant to a story, but a satellite is a nonessential luxury. This is similar to the con-
cept of “hair complexity” explored by Tynan Sylvester, designer of “Rimworld”
[14]. He references the example of dwarves having randomized appearances in
“Dwarf Fortress,” which have no functional purpose but help players develop
a mental image of their characters. They may imagine a backstory to justify
this appearance, developing an emotional bond with the character. The act of
imagining draws upon the power of apophenia, the human tendency to make
connections that don’t exist.
However, there are also plenty of examples of fashion as a driving force behind
a narrative’s story. “Hamlet” itself provides such an example in scene 2.1, as
Ophelia confesses her shock at a late-night visit:
My lord, as I was sewing in my closet, Lord Hamlet, with his doublet
all unbraced; No hat upon his head; his stockings foul’d, Ungarter’d, and
down-gyved to his ancle; Pale as his shirt; his knees knocking each other;
And with a look so piteous in purport As if he had been loosed out of hell
To speak of horrors,–he comes before me.
This scene is a pivotal moment in recognizing not only Hamlet’s descent
into madness, but also the ways in which that descent affects the characters
around him. Imagine if “Hamlet” was not prewritten, but had all the freedom of
interactive emergent narrative that the Holodeck affords. If the user were able
to convince Hamlet to put on his clothes properly, this would drastically change
the rest of the story. Ophelia might have accepted his advances that night and
become his ally.
The tension between fashion as story or discourse becomes even more strained
when we look at “Middle Earth: Shadow of Mordor” (and its sequel, “Shadow
of War”) [11]. These are triple-A games that implement interactive emergent
narrative through the Nemesis System, which creates enemies that interact with
each other and the player over long periods of time [5]. Enemies remember their
past encounters and adapt accordingly, creating epic rivalries over the course of
the game. If you defeat an enemy by shooting him in the head with an arrow, he
may be wearing a helmet the next time you face him. His helmet is an element
of discourse (communicating the enemy’s defensive nature) which references an
element of story (the fact that you defeated this enemy with a headshot in the
420 K. Chen
past) which affects the current story (the player can no longer use headshots
against this enemy). This creates a complex interweaving between story and
discourse, past and present, and authored and generated content.
Stepping away from Chatman’s work, we can also see conceptualizations of
fashion as personal storytelling. In real life, fashion companies use branding to
create personal stories that consumers can opt-into, to join a story or build
their own [4]. This stretches the concept of “story” away from manual authoring
and towards personal expression and growth. Strangely enough, this reconcep-
tualization from the field of fashion branding also mirrors a reconceptualization
from the field of game design. Game designers have distinguished the differences
between an explicit story (manually authored by the writer) and a player story
(emergent experience from the user) [6]. Each of these approaches mirrors the
goal of interactive emergent narrative as a user-driven experience.
We can see that fashion serves various purposes in various different mediums.
Which purposes are particularly relevant to interactive emergent narrative?
Where should future work focus its efforts? So far, we have looked at fashion
as first impressions, fashion as fuel for imagination, fashion as a driving force,
fashion as a reference to past events, and fashion as personal branding. How-
ever, there are many more applications: fashion for functional usage, fashion as
foreshadowing, or fashion as cultural identity.
Fashion can also be seen as an analogous effort to several other areas. For
example, fashion can be similar to environmental storytelling [3], where the envi-
ronment is just a single person. The classic example of environmental storytelling
might be walking into a room with bloodstains on the wall, and wondering what
happened there. Likewise, a character could have bloodstains on their clothes.
Procedural animation also explores visual presentation as a potential plot device
[1].
In interactive emergent narrative, fashion can be a component of how char-
acters express themselves and perceive the expressions of others. Characters in
stories (and people in real life) do not understand each other immediately, but
rather develop an understanding through implicit measurements such as body
language, facial expressions, and fashion. Ryan et al. issue the idea of “compo-
sitional representational strategies” as an open design challenge for interactive
emergent narrative, arguing that the field needs better ways to indicate abstract
concepts such as a character’s internal state [13]. It seems that fashion would be
a worthwhile approach.
Fashion in interactive emergent narrative is an unexplored area that could
potentially yield fruitful results. Some of our oldest stories, from Adam and Eve
covering themselves with leaves, explore the relationship between fashion and
the human experience. By studying fashion, we can bring interactive emergent
narrative to a greater level by improving the quality of character-to-character
behaviors.
Towards Design Principles for Fashion in Interactive Emergent Narrative 421
References
1. Cavazza, M., Charles, F., Mead, S.J.: AI-based animation for interactive sto-
rytelling. In: Proceedings Computer Animation 2001, Fourteenth Conference on
Computer Animation (Cat. No. 01TH8596), pp. 113–120. IEEE (2001)
2. Chatman, S.: Story and Discourse: Narrative Structure in Fiction and Film. Cornell
University Press (1978)
3. Fernández-Vara, C.: Game spaces speak volumes: indexical storytelling (2011)
4. Hancock, J.: Brand/Story: Cases and Explorations in Fashion Branding. Fairchild
Books (2016)
5. Hoge, C.: Helping players hate (or love) their nemesis. In: GDC (2018)
6. Lee, T.: Designing game narrative (2013). https://hitboxteam.com/designing-
game-narrative
7. Mateas, M., Stern, A.: Façade: an experiment in building a fully-realized interactive
drama. In: Game Developer’s Conference (2003)
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faut: a system for authoring playable social models. In: Proceedings of the Seventh
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(2011)
9. Murray, J.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace. MIT
Press (1998)
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in interactive storytelling. In: The 10th International Conference on Autonomous
Agents and Multiagent Systems, vol. 2, pp. 449–456, May 2011
11. Productions, M.: Middle earth: shadow of war (2017)
12. Rank, S., Petta, P.: Backstory authoring for affective agents. In: Oyarzun, D.,
Peinado, F., Young, R.M., Elizalde, A., Méndez, G. (eds.) ICIDS 2012. LNCS,
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13. Ryan, J.O., Mateas, M., Wardrip-Fruin, N.: Open design challenges for interactive
emergent narrative. In: Schoenau-Fog, H., Bruni, L.E., Louchart, S., Baceviciute,
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doi.org/10.1007/978-3-319-27036-4 2
14. Sylvester, T.: The simulation dream, Blog (2013)
15. Tran, V.: Why fashion in (most) games sucks, and why you should care. In: GDC
(2019)
16. Zhu, J., Ontanon, S.: Shall i compare thee to another story? – an empirical study of
analogy-based story generation. IEEE Trans. Comput. Intell. AI Games 6, 216–227
(2014)
A Design Framework for Learning About
Representation in Video Games Through
Modification of Narrative and Gameplay
While research on education and games is relatively common, there has been less work
that examines modification of games as a method for exploring critical concepts like
problems with queer representation in video games. This dissertation focuses on
expanding the field of research on learning and games by answering the following
research question:
RQ: Can players effectively explore queer representation in video games through
playing and modifying the video game I design, Life In The Megapocalypse?
I answer this question by providing a model for using video games to help players
learn about queer representation in games. This model takes the form of two projects
that inform one another: 1. a written portion that lays out a method for using modi-
fication of video games to explore queer representation in games and 2. an easily
modifiable web-based video game built in the Ink scripting language that provides a
framework that users can build upon through modification. This game, Life in the
Megapocalypse, is a choice-based interactive fiction game that features a narrative
focused on queer representation in a hostile setting. The game is designed for use as a
general learning tool that could also be used in educational settings, especially in the
context of modification-based assignments in game design courses.
The main objectives of the two projects described above build upon and reinforce
one another: one goal is to create a written framework for educational game design
focused on using modification for learning about queer representation in video games,
and the other is to create a playable example of what a game based on that framework
might look like that others can easily modify. Overall, I argue that by carefully
designing the narrative and gameplay of a game, it is possibly to create an easily
modifiable video game that can be used as a method to explore critical concepts like
queer representation in video game culture. I suggest that video games are an effective
avenue for such an approach because they can create a variety of different narratives
through procedural content generation and because players can model critical responses
to issues like problems with queer representation in gaming through modification of a
video game.
Life in the Megapocalypse is an interactive fiction game developed in Ink, a free, open-
source scripting language developed by Inkle Studios to build choice-based stories. The
game depicts the lives of five different characters in a “megapocalypse” setting: a world
in which many of the common tropes in post-apocalyptic video games have all played
out, leaving few survivors. The team is mostly composed of queer characters who are
trying to reach a nearby refuge after the previous one they were living in fell, and the
player, an inhabitant of that safe haven, follows the team’s journey via text chat and
gives them advice about how to resolve the situations they encounter. The goal of the
game is for the player to help as many characters survive as possible and it is designed
to be short, replayable, and easily modifiable. This game design allows the player to
experience different narratives over the course of multiple playthroughs and to also
modify the game to fit their own interests.
Life in the Megapocalypse’s narrative approaches the characters and setting from a
critical perspective that focuses on problems with queer representation in video games.
The game aims to subvert many common stereotypes seen in mainstream games
through empowering portrayals of queer characters. As such, most of the player’s team
members are not the typical violence-prone straight males who are common in post-
apocalyptic stories and the game’s queer characters resolve situations through methods
that are not violent. Like much of post-apocalyptic fiction, however, there is a
hypermasculine, straight “savior” character on the team who solves his problems
through violence, though relying on his skills causes the player to lose the game as the
rest of the team quickly abandons him to fend for himself.
The goal of Life in the Megapocalypse is to provide a narrative and gameplay
framework that users can easily modify to explore queer representation in video games.
Since Ink is not difficult to learn and could be used in a variety of educational contexts,
I provide sample assignments in my dissertation focused on modifying the game that
are based on users with different skill levels. This design allows the game to be used as
a learning method in a variety of environments both in and out of the classroom.
424 K. T. Howard
3 Narrative Design
Finally, I used critical sources related to queer representation to inform the design
of Life in the Megapocalypse. The concept of queer game design was coined by Ruberg
[6] to describe game design practices that challenge the traditional ways of presenting
sexuality and queerness in video games. I employ queer game design in Life in the
Megapocalypse by primarily relying on LGBTQ characters and narratives in the game
itself. More importantly, my suggestions for modifying the game focus on both
changing elements related to the game’s queer narratives and on changing the game’s
mechanics, allowing players to queer the game’s story as well as the logic of the
game’s mechanics. I also rely on game design advice from sources such as Queerly
Represent Me [7], who provide a flowchart model to help answer common questions
that designers have about creating game narratives that focus on queer representation.
In particular, their advice that designers avoid stories of trauma and focus on
empowering portrayals of queerness informs the design of the narrative and gameplay
in Life in the Megapocalypse: the main focus of the narrative and gameplay is on
empowering the game’s queer characters. Furthermore, within the game’s code I
encourage players to explore those concepts by providing suggestions in code com-
ments for how a player might modify the game to change its portrayal of queerness.
References
1. Bogost, I.: Unit Operations: An Approach to Video Game Criticism. MIT Press, Boston
(2006)
2. Squire, K.: Video Games and Learning: Teaching and Participatory Culture in the Digital
Age. Teacher’s College Press, New York (2011)
3. Bogost, I.: Persuasive Games: The Expressive Power of Videogames. The MIT Press,
Cambridge (2007)
4. Costikyan, G.: I have no words and i must design. In: International Proceedings on Computer
Games and Digital Cultures Conference, pp. 9–33, Tampere, Finland (2002)
5. Ryan, M.: From narrative games to playable stories: towards a poetics of interactive narrative.
Storyworlds: J. Narrative Stud. 1(1), 433–460 (2009)
6. Ruberg, B.: Video Games Have Always Been Queer. New York University Press, New York
(2019)
7. Queerly Represent Me: So, You’ve Decided You Want to Make a Diverse Game Now What?.
https://queerlyrepresent.me/resources/articles/making-diverse-games. Accessed 8 Jan 2019
Demonstrations
The Book of Endless History: Authorial
Use of GPT2 for Interactive Storytelling
John Austin(B)
1 Introduction
The GPT2 deep learning architecture, released in February 2019 [3], has made
massive strides in the fields of general text generation and analysis. GPT2 is text-
completion model, able to generate long-form, complex blocks of text given only a
sample prefix. Recently, news articles generated from the largest GPT2 models
were found to be at least as believable as equivalent human-written articles,
and in some cases, more believable [4]. Further, and of interest in the narrative
generation domain, the model architecture is able to recall information about
the dataset it is trained on. As the primary dataset was taken from a random
walk of Reddit, the model is able to generate stories about figures such as Luke
Skywalker, Hillary Clinton, Gandalf, and even pull in related concepts such as
The Shire without additional prompting.
A primary strength of GPT2 is the generality of the approach: the model
is trained simply to produce the most probable next word, given a sequence of
tokens. Because of this, GPT2 can even be formulated to perform non-generative
text analysis tasks such as question-answering, translation, and summarization.
c Springer Nature Switzerland AG 2019
R. E. Cardona-Rivera et al. (Eds.): ICIDS 2019, LNCS 11869, pp. 429–432, 2019.
https://doi.org/10.1007/978-3-030-33894-7_47
430 J. Austin
The trick is to formulate these tasks as text completion tasks, providing them in
“Question: Answer” format. Although the performance of GPT2 on these tasks
compared to other specialized approaches is not state of the art, the generality
of the system is staggering.
In the narrative generative domain, traditionally the properties of GPT2
are difficult to control. It generates incredibly realistic text, but because it is
primarily a text-completion system, it lacks any degree of authorship beyond
allowing the user to provide a prefix. Even when prompted with a clear prefix,
it can be challenging to compel the model to talk about the intended subject,
rather than completing valid but unrelated text.
With The Book of Endless History, we present an approach we refer to as
subject conditioning, or more generally structural conditioning, making use of
the unique non-generative flexibility noted above. By transforming a raw text
dataset of books into a “{subject}\n text” representation (see Approach), we
are able to condition the model to expect all text following a line containing the
“{subject}” syntax to discuss that subject. We use an off-the-shelf POS tagger
and Python to perform this transformation.
Additionally, we layer another structure into our generator: links out. By
surrounding all named entities in our dataset with square brackets, GPT2 learns
generally to place brackets around subjects. After training, all returned text
contains a variety of phrases and words ‘linked’ by GPT2 (see Fig. 2). In the
book, we show these as clickable web-links, which query the book recursively for
the linked page.
With the combination of these two techniques we are able to create an infinite
fantasy Wikipedia of sorts: one where every page is generated, and the topology
of the encyclopedia is generated as well. Clicking on a link within the encylopedia
takes a user to a generated page for that topic, and presents them with another
set of links to choose from. The result of a random walk through the pages of the
book is a bit like a deep-dream [2] experience, where the result of the generator
is fed back into the generator itself.
2 Approach
Our approach consists of two steps: link conditioning and subject conditioning.
To create a model that generates text with links, we first collect the complete
works of Jorge Luis Borges and Italo Calvino in text format and transform this
dataset using the off-the-shelf tool, SpaCy [1], to identify named entities and
surround them with square brackets. We fine-tune the 345 million parameter
version of GPT21 on this data2 . This results in a model that generates fairly
1
As of the writing of this paper, GPT2 comes in two sizes: 345m and 117m, both
distilled from an unreleased 1558M model trained by OpenAI. The 345 m model,
while slower and larger, is much more robust than the 117m.
2
The training took approximately 4–6 hours on an NVidia T4, provided for free by
Google Colab.
The Book of Endless History 431
interesting prose in the style of Borges and Calvino, and additionally one that
surrounds subjects within the text with brackets.
At this point we perform the subject transformation and training, but on a
much smaller selection of books, selected for their focus on short, descriptive sto-
ries: Invisible Cities, Book of Imaginary Beings, A Universal History of Infamy,
and Labyrinths. Again, we use SpaCy, selecting the first named entity in each
line, and inserting it in curly braces on a new line above.3 A sample of this final
transformation can be see in Fig. 1.
We take this two pronged approach, because while we would like to copy the
style of Borges and Calvino from their full body of works, many of their books
are first person stories. Performing the subject conditioning on the full collection
results in the model generating quite a bit of dialogue (which is undesirable for
an encyclopedia), because the primary place of named entities in these stories
occur in lines such as:
‘‘The next time I kill you’’, replied [Scharlach].
On the other hand, four books is not nearly enough data to create a com-
pelling and varied generator. The two-phase training allows us the best of both
worlds. By training first on a large corpus we get improved style and generality.
Then, by confining our subject conditioning to just the works that are written in
a non-fiction or third person style, we push the generator to generate non-fiction
as well.
A sample query on the final generated text can be seen below in Fig. 2
{Zora}
BEYOND SIX RIVERS and three mountain ranges rises [Zora], a city that ...
Query: {Einstein}
Completes: The most significant incident in Einstein’s life occurred on
a summer’s day in 1869. He was riding his bicycle along the
avenues of [Munich] when suddenly, in front of him, was a
figure which he could never forget. ...
ruminates on the nature of truth and history. As we move into an age where
false text becomes easier to create than the real, there is somewhat of a dark
irony to the nature of the book.
3 Conclusion
We hope that this project will inspire further research into the usage and autho-
rial control of GPT2 and other deep learning architectures for storytelling. While
GPT2 may lack in consistency and structure, it makes up for it in creativity and
prose. Correspondingly, structured approaches such as grammars and planners
can be powerful tools for authorship, but are limited in their ability to generate
eloquent text (or require unreasonable amounts of labor to do so). We believe
that there is an ideal hybrid system: one in which an author may generate the
high level structure with a planning system, and provide these ’structural hints’
to a deep learning model which fills in the textual discourse. While this project
applies this concept simplistically, we are eager to see similar results with more
provided structure and larger models. With the recent acceleration of research
on GPT2, we are excited to see the how the landscape of tools available to
interactive story generators transforms over the next few years.
References
1. Honnibal, M., Montani, I.: spaCy 2: natural language understanding with bloom
embeddings, convolutional neural networks and incremental parsing (2017, to
appear)
2. Mordvintsev, A., Olah, C., Tyka, M.: Inceptionism: going deeper into neural net-
works, Blog (2015). https://ai.googleblog.com/2015/06/inceptionism-going-deeper-
into-neural.html
3. Radford, A., Wu, J., Child, R., Luan, D., Amodei, D., Sutskever, I.: Language
models are unsupervised multitask learners. OpenAI (2019)
4. Zellers, R., et al.: Defending against neural fake news. CoRR abs/1905.12616 (2019).
http://arxiv.org/abs/1905.12616
Author Index