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  • Media psychologist researching the entertainment and learning qualities of interactive narratives, video games, and v... more
    (Media psychologist researching the entertainment and learning qualities of interactive narratives, video games, and virtual reality. Teaching and consulting with research, game and interaction design.)
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In recent years, game narrative has emerged as an area for novel game concepts and as a strategy to distinguish a particular title. However, innovation in this area comes primarily from indie companies and individual efforts by noted... more
In recent years, game narrative has emerged as an area for novel game concepts and as a strategy to distinguish a particular title. However, innovation in this area comes primarily from indie companies and individual efforts by noted designers. There is a lack of trained specialists ready to produce interactive narrative experiences. Many existing practitioners are self-trained and often rely on intuition in their design practice. A key element missing from the effort towards a more sustained development and improved professional training is a set of design conventions that fulfill a role comparable to cinematic conventions like continuity editing or montage. Therefore, our research focuses on identifying, verifying and collecting such design strategies. We describe an empirical method to verify candidate design conventions through the evaluation of user reaction to A/B prototypes, which improves upon the trial-and-error process of old.
ABSTRACT This workshop has been dedicated to discussing the user experience of Interactive Digital Stories (IDS) and the empirical measurement of it. Although technology development has made substantial progress, theory and empirical... more
ABSTRACT This workshop has been dedicated to discussing the user experience of Interactive Digital Stories (IDS) and the empirical measurement of it. Although technology development has made substantial progress, theory and empirical studies on the user perspective have not received much attention in the community so far. The workshop has introduced a measurement toolkit for testing user experiences of IDS software, gives hand-on insight and stimulates discussion on conceptual as well as methodological issues in user-focused research on IDS.
Using both manual and automatic content analysis we analyzed 100 collected screen plays of 50 users of the IS system Facade, coding the extent to which users stayed "in character". Comparing this measure for first and second... more
Using both manual and automatic content analysis we analyzed 100 collected screen plays of 50 users of the IS system Facade, coding the extent to which users stayed "in character". Comparing this measure for first and second exposure to Facade revealed that users stay significantly less in character during second exposure. Further, related to a set of independently collected user experience measures we found staying in character to negatively influence users' affective responses. The results confirm the notion that the more Facade users keep to their assigned role, the easier they become dissatisfied with the system's performance. As a result, users start exploring the system by acting "out of character".
Narrative-rich game genres such as role playing games and adventure games aim at specific dimensions of user enjoyment. Technology development in “Interactive Storytelling” will enrich such narrative-based player experiences in the near... more
Narrative-rich game genres such as role playing games and adventure games aim at specific dimensions of user enjoyment. Technology development in “Interactive Storytelling” will enrich such narrative-based player experiences in the near future, yet the conceptualization and empirical assessment of how players respond to interactive narrative and their own role within the game story is underdeveloped. The present paper introduces a set of self-report measures tailored particularly for games with interactive story elements. It is based on entertainment research in media psychology and has so far produced promising empirical performance results.
Interactive Narratives in the form of Interactive Theater have the potential to offer a transformational learning experience on societal and political topics. The purposive interactive installation Angstfabriek (Dutch for fear factory)... more
Interactive Narratives in the form of Interactive Theater have the potential to offer a transformational learning experience on societal and political topics. The purposive interactive installation Angstfabriek (Dutch for fear factory) lets visitors experience fear-mongering and the related safety industry, with the goal of eliciting reflection, insight and discussion. As a case study for a potentially transformative experience, the installation is described and evaluated by means of a focus group interview and a pilot user experience study (N = 32). Findings show the importance of sufficient scripting of interactors regarding their role and agency, highlighting the conceptual connection between interactive digital narrative design and interactive theater design.
Many virtual and alternate reality projects create narrative experiences in the digital medium. These are Interactive Digital Narratives (IDN), a form of expression at the intersection of different artistic approaches, research fields... more
Many virtual and alternate reality projects create narrative experiences in the digital medium. These are Interactive Digital Narratives (IDN), a form of expression at the intersection of different artistic approaches, research fields (humanities, computer science), and emerging technologies (e.g., artificial intelligence, virtual reality, generative content), with a wide potential for different applications. A key element towards fulfilling this potential is the creation of a satisfying user experience. In this paper we present a toolbox for the evaluation of the user experience that connects which enables the systematic and quantitative study of IDN user experiences. This approach connects research in psychology based on Entertainment Theory with a humanities-based perspective. Specifically, we map Murray's influential theoretical framework to Roth's empirical dimensions and thus connect an analytical framework to empirical research.
Research Interests:
The practice of designing Interactive Digital Narratives [IDN] is often described as a challenge facing issues such as the " narrative paradox " and avoiding the unintentional creation of " ludonarrative dissonance ". These terms are... more
The practice of designing Interactive Digital Narratives [IDN] is often described as a challenge facing issues such as the " narrative paradox " and avoiding the unintentional creation of " ludonarrative dissonance ". These terms are expressions of a perspective that takes narrative and interactivity as dichotomic ends of a design trajectory, mirroring an enduring discussion in game studies between positions often cast as ludologists and narratologists. The dichotomy of ludo versus narrative is, in itself, problematic and is often the source of the very conflict it describes. In this paper, we investigate this issue through the example of the cooperative game A Way Out, in which two players team up to break out of prison. The game is designed with a narrative twist, involving the escalation and final resolution of the game's competitive motif in the final scene. To understand the user experiences of this reveal, and the concomitant consequences, we engage in a discursive analysis of "Let's Play" videos as a largely untapped resource for research. By analyzing the interactions and performances in these videos , we can more clearly understand player responses to unsatisfying IDN design. As a result we introduce the notion of a 'hermeneutic strip', extending Koenitz' SPP model to locate and describe the involved processes of narrative cognition in IDN work.
Research Interests:
Many virtual and alternate reality projects create narrative experiences in the digital medium. These are Interactive Digital Narratives (IDN), a form of expression at the intersection of different artistic approaches, research fields... more
Many virtual and alternate reality projects create narrative experiences in the digital medium. These are Interactive Digital Narratives (IDN), a form of expression at the intersection of different artistic approaches, research fields (humanities, computer science), and emerging technologies (e.g., artificial intelligence, virtual reality, generative content), with a wide potential for different applications. A key element towards fulfilling this potential is the creation of a satisfying user experience. In this paper we present a toolbox for the evaluation of the user experience that connects which enables the systematic and quantitative study of IDN user experiences. This approach connects research in psychology [27] based on Entertainment Theory [5] with a humanities-based perspective. Specifically, we map Murray's influential theoretical framework [22] to Roth's empirical dimensions and thus connect an analytical framework to empirical research.
In the context of this paper we take design knowledge as the methods applied by the creators (for example game designers in the case of games) of interactive experiences in contrast to for example the design of authoring tools or the... more
In the context of this paper we take design knowledge as the methods applied by the creators (for example game designers in the case of games) of interactive experiences in contrast to for example the design of authoring tools or the design of game engines and similar computational systems. Such knowledge about rule-based game design is widespread as evidenced by numerous book publications and many university-level programs of study. In contrast, there is considerable less academic or professional knowledge on the design of interactive narratives – for example, book publications focused on this topic number in the single digits and in academic programs the topic only exists on the margins. This paper proposes the use of empirical research methods as means to address this situation and examines specific challenges. On this foundation, we introduce a research effort to gather transferable interactive narrative design knowledge and report on a first user study. Finally, we provide guidelines and discuss future research.
Research Interests:
In the context of this paper we take design knowledge as the methods applied by the creators (for example game designers in the case of games) of interactive experiences in contrast to for example the design of authoring tools or the... more
In the context of this paper we take design knowledge as the methods applied by the creators (for example game designers in the case of games) of interactive experiences in contrast to for example the design of authoring tools or the design of game engines and similar computational systems. Such knowledge about rule-based game design is widespread as evidenced by numerous book publications and many university-level programs of study. In contrast, there is considerable less academic or professional knowledge on the design of interactive narratives -- for example, book publications focused on this topic number in the single digits and in academic programs the topic only exists on the margins. This paper proposes the use of empirical research methods as means to address this situation and examines specific challenges. On this foundation, we introduce a research effort to gather transferable interactive narrative design knowledge and report on a first user study. Finally, we provide guidelines and discuss future research.
Many virtual and alternate reality projects create narrative experiences in the digital medium. These are Interactive Digital Narratives (IDN), a form of expression at the intersection of different artistic approaches, research fields... more
Many virtual and alternate reality projects create narrative experiences in the digital medium. These are Interactive Digital Narratives (IDN), a form of expression at the intersection of different artistic approaches, research fields (humanities, computer science), and emerging technologies (e.g., artificial intelligence, virtual reality, generative content), with a wide potential for different applications. A key element towards fulfilling this potential is the creation of a satisfying user experience. In this paper we present a toolbox for the evaluation of the user experience that connects which enables the systematic and quantitative study of IDN user experiences. This approach connects research in psychology [27] based on Entertainment Theory [5] with a humanities-based perspective. Specifically, we map Murray’s influential theoretical framework [22] to Roth’s empirical dimensions and thus connect an analytical framework to empirical research.
Research Interests:
In recent years, game narrative has emerged as an area for novel game concepts and as a strategy to distinguish a particular title. However, innovation in this area comes primarily from indie companies and individual efforts by noted... more
In recent years, game narrative has emerged as an area for novel game concepts and as a strategy to distinguish a particular title. However, innovation in this area comes primarily from indie companies and individual efforts by noted designers. There is a lack of trained specialists ready to produce interactive narrative experiences. Many existing practitioners are self-trained and often rely on intuition in their design practice. A key element missing from the effort towards a more sustained development and improved professional training is a set of design conventions that fulfill a role comparable to cinematic conventions like continuity editing or montage. Therefore, our research focuses on identifying, verifying and collecting such design strategies. We describe an empirical method to verify candidate design conventions through the evaluation of user reaction to A/B prototypes, which improves upon the trial-and-error process of old.