9 research outputs found

    Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds

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    International audiencePlayers in modern Massively Multiplayer Online Role-Playing Games progress through ambitiously designed narratives, but have no real influence on the game, since only their characters' data, not the game environment, persists. Although earlier games supported player influence by persisting changes in the world, they relied on players' capacity to form their own stories and lacked guidance for character progression. We explore how persistence and narrative emergence let us build upon players' influence rather than restrict it. We ran four studies and found that players highly value first-time and unique events, and often externalize their experiences to the Web to collaborate and socialize, but unintentionally also disrupt some aspects of in-game play. We introduce Narrative Substrates, a theoretical framework for designing game architec-tures that represent, manage, and persist traces of player activity as unique, interactive content. To illustrate and test the theory, we developed the game We Ride and deployed it as a two-phase technology probe over one year. We identify key benefits and challenges of our approach, and argue that reification of emergent narratives offers new design opportunities for creating truly interactive games

    Psychophysiology in games

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    Psychophysiology is the study of the relationship between psychology and its physiological manifestations. That relationship is of particular importance for both game design and ultimately gameplaying. Players’ psychophysiology offers a gateway towards a better understanding of playing behavior and experience. That knowledge can, in turn, be beneficial for the player as it allows designers to make better games for them; either explicitly by altering the game during play or implicitly during the game design process. This chapter argues for the importance of physiology for the investigation of player affect in games, reviews the current state of the art in sensor technology and outlines the key phases for the application of psychophysiology in games.The work is supported, in part, by the EU-funded FP7 ICT iLearnRWproject (project no: 318803).peer-reviewe

    Less Talk Is More Play

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    Character emotion experience in virtual environments

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    The present paper presents an emotion module from an authoring tool of interactive storytelling being developed within the European Project—INSCAPE. The Atmosphere Editor (AE) is an INSCAPE software plug-in. Its aim is to help authors to easily create virtual interactive scenes that are recognized as emotional in order to contribute to higher coherence of their content and simultaneously to emphasize their communication purposes. It works through the attribution of emotional meaning to virtual environments and characters classes that act on the virtual story-world. Therefore, it is designed to produce a semantic intervention in the story but does not intend to transcend the storyteller work. AE presents then a taxonomy capable of sustaining the communicational optimization of the interactive narratives at an emotional level. The AE intervention develops in addition a possible pedagogical virtue permitting the learning by the story authors about potential emotional uses of specific virtual parameters. It permits also the INSCAPE user to understand the emotional semantics canons of the interactive virtual stories.Projecto Europeu: INSCAPE IP - EU RTD IST 2004-00415

    ICIDS2020 Panel: Building the Discipline of Interactive Digital Narratives

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    Building our discipline has been an ongoing discussion since the early days of ICIDS. From earlier international joint efforts to integrate research from multiple fields of study to today's endeavours by researchers to provide scholarly works of reference, the discussion on how to continue building Interactive Digital Narratives as a discipline with its own vocabulary, scope, evaluation and methods is far from over. This year, we have chosen to continue this discussion through a panel in order to explore what are the epistemological implications of the multiple disciplinary roots of our field, and what are the next steps we should take as a community

    ICIDS2020 Panel: Building the Discipline of Interactive Digital Narratives

    No full text
    Building our discipline has been an ongoing discussion since the early days of ICIDS. From earlier international joint efforts to integrate research from multiple fields of study to today's endeavours by researchers to provide scholarly works of reference, the discussion on how to continue building Interactive Digital Narratives as a discipline with its own vocabulary, scope, evaluation and methods is far from over. This year, we have chosen to continue this discussion through a panel in order to explore what are the epistemological implications of the multiple disciplinary roots of our field, and what are the next steps we should take as a community

    Group play:determining factors on the gaming experience in multiplayer role-playing games

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    Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects of the various formats used by RPGs on the gaming experience. This article presents the results of an empirical study, examining how multi-player tabletop RPGs are affected as they are ported to the digital medium. Issues examined include the use of disposition assessments to predict play experience, the effect of group dynamics, the influence of the fictional game characters and the comparative play experience between the two formats. The results indicate that group dynamics and the relationship between the players and their digital characters, are integral to the quality of the gaming experience in multiplayer RPGs, with the first being of greater importance to digital games and the latter to the tabletop version.29 page(s
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