4,942 research outputs found
Recommended from our members
Storytelling in the Digital Era: Relevant Moderators of the Narrative Transportation Effect
In the digital era, marketers increasingly use storytelling techniques to narratively transport and persuade their customers. This paper pursues three primary objectives: (1) to integrate three digitally relevant moderators of the narrative transportation effect into the marketing literature, (2) to empirically assess the integrated model with a quantitative meta-analysis of extant research, and (3) to provide directions for marketing managers to enhance the narrative transportation effect in an evolving te chnological environment. The paper contribute s to the field by means of a meta-analysis of 64 articles featuring 138 narrative transportation effect sizes . The research shows that the narrative transportation effect is stronger when the story falls in a commercial (vs. non- commercial) domain, is user ( vs. professional) generated , and is received by one story receiver at a time. The study concludes with implications for research and practice and directions for future research
Target BACRIM: Blurring fact and fiction to create an interactive documentary game
Target: BACRIM
is an immersive and interactive documentary game that exposes the
atrocities of Colombia’s paramilitary forces in one of its most violent regions. The producers combine
both non
-
fiction and fiction to create a game that places the user at the heart of the
story. Through this
docufiction
, which is anchored in augmented reality, the user or participant experiences danger first
-
hand. For the user, this violence is a game. For the people who live in this region, it is a reality. Target:
BACRIM wants to blur tha
t distinction. We therefore create a world, where fiction and non
-
fiction are
interrelated, where genres merge and where individual disciplines escape the shackles of tradition to
converge and create an interactive documentary that places user experience a
t its cor
Life editing: Third-party perspectives on lifelog content
Lifelog collections digitally capture and preserve personal experiences and can be mined to reveal insights and understandings of individual significance. These rich data sources also offer opportunities for learning and discovery by motivated third parties. We employ a custom-designed storytelling application in constructing meaningful lifelog summaries from third-party perspectives. This storytelling initiative was implemented as a core component in a university media-editing course. We present promising
results from a preliminary study conducted to evaluate the
utility and potential of our approach in creatively
interpreting a unique experiential dataset
Further on Down the Digital Road: narrative design and reading pleasure in five New Media Writing Prize narratives.
A review, supported by reader responses, of five highly regarded interactive digital narratives.The five selected pieces have all been winners or shortlisted for the interactional new Media Writing Prize. This paper discusses whether developments in narrative design, around interface, use of media, and narrative structures, have enhanced reader satisfaction. Issues identified in earlier reader-response studies are found to be still present, but several aspects present less obstruction for readers. Some indications are noted: writers may be using more familiar interface design conventions, narrative structures are becoming less fractured and hyper-link dependent; multi-media are better integrated into the narrative design
Digital Literacy Learning In Higher Education Through Digital Storytelling Approach
It is necessary to develop digital literacy skills with which students can communicate and express their ideas effectively using digital media. The educational sectors around the world are beginning to incorporate digital literacy into the curriculum. Digital storytelling, one of the possible classroom activities, is an approach which may help engage and motivate students to learn digital literacy skills. To investigate this approach, the present small-scale study employs the methods including interviewing and analysing the artefacts of three students selected from a purposive sample on a multimedia course. The findings indicate that the three students have improved in terms of three aspects of digital literacy skills, namely, digital competence, digital usage and digital transformation regardless of their prior knowledge and levels of digital literacy.postprin
TropeTwist: Trope-based Narrative Structure Generation
Games are complex, multi-faceted systems that share common elements and
underlying narratives, such as the conflict between a hero and a big bad enemy
or pursuing some goal that requires overcoming challenges. However, identifying
and describing these elements together is non-trivial as they might differ in
certain properties and how players might encounter the narratives. Likewise,
generating narratives also pose difficulties when encoding, interpreting,
analyzing, and evaluating them. To address this, we present TropeTwist, a
trope-based system that can describe narrative structures in games in a more
abstract and generic level, allowing the definition of games' narrative
structures and their generation using interconnected tropes, called narrative
graphs. To demonstrate the system, we represent the narrative structure of
three different games. We use MAP-Elites to generate and evaluate novel
quality-diverse narrative graphs encoded as graph grammars, using these three
hand-made narrative structures as targets. Both hand-made and generated
narrative graphs are evaluated based on their coherence and interestingness,
which are improved through evolution.Comment: submitted, 9 page
- …