Skip to main content

Interactive Digital Narratives for iTV and Online Video

  • Reference work entry
  • First Online:
Handbook of Digital Games and Entertainment Technologies

Abstract

In iTV and online video, narrative interaction has long been a Holy Grail for both audiences and creators of these digital audiovisual works. On the one hand, interactive digital narrative promises interactors some exciting opportunities: to enter the world of the story, to affect the story and perhaps even to control its outcome, and in the process to gain a transformative self-revelation. On the other hand, this new medium changes the role and craft of the author and entails a host of technological, conceptual, and institutional challenges. The authors describe these opportunities and challenges in detail, before examining various projects that have attempted to realize this vision and grapple with the challenges. Works discussed span several decades, from the late 1960s to 2015. They also span a variety of forms, including interactive cinema, online video, interactive television, and both video- and animation-based games. Particular emphasis is given to contemporary interactive documentaries (iDocs). The chapter further discusses current research directions, such as explorations of the increasing incorporation of the interactor’s body and affects as well as second-screen and cross-device integration, and concludes with a fresh look at the original vision in light of conceptual and design approaches, current technological developments, their implications on the changing landscape of audiovisual content creation and consumption, and the new creative space of opportunities that they open up.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 699.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 949.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Recommended Reading

  • E.J. Aarseth, Cybertext (Johns Hopkins University Press, 1997)

    Google Scholar 

  • L. Allison, J. Mendes (eds.), Bear 71. National Film Board of Canada (2012). Retrieved from http://bear71.nfb.ca

  • A. Bellatti, Roberta Williams (1999, October 25). Retrieved June 15, 2015, from http://www.adventureclassicgaming.com/index.php/site/interviews/127

  • J. Bennett, “Your window-on-the-world”: the emergence of red-button interactive television in the UK. Convergence 14(2), 161–182 (2008). doi:10.1177/1354856507087942

    Google Scholar 

  • N. Ben-Shaul, Split attention problems in interactive moving audiovisual texts. Presented at the fifth international digital arts and culture conference, DAC, Melbourne

    Google Scholar 

  • Blast Theory, Karen [Video Game]. iTunes (2015). Retrieved from https://itunes.apple.com/us/app/karen-by-blast-theory/id945629374?mt=8

  • J.D. Bolter, M. Joyce, Hypertext and creative writing. Presented at the conference on computational semiotics for games and new media. (ACM, New York, 1987), pp. 41–50. Doi:10.1145/317426.317431

    Google Scholar 

  • K.M. Brooks, Do story agents use rocking chairs? The theory and implementation of one model for computational narrative. Presented at the MULTIMEDIA ‘96 proceedings of the fourth ACM international conference on multimedia (1997)

    Google Scholar 

  • Cinematronics, Dragon’s Lair [Video Game] (Cinematronics, El Cajon, 1983)

    Google Scholar 

  • Cinematronics, Space Ace [Video Game] (Cinematronics, El Cajon, 1984)

    Google Scholar 

  • CLM BBDO, Sortie en Mer. CLM BBDO (2014). Retrieved from http://sortieenmer.com

  • G. Davenport, Jerome B. Wiesner, 1915–1994: A Random Walk Through the 20th Century (1996). Retrieved from http://ic.media.mit.edu/projects/JBW/

  • G. Davenport, New Orleans in transition, 1983–1986: the interactive delivery of a cinematic case study. Presented at the international congress for design planning and theory, education group conference, Boston (1987)

    Google Scholar 

  • G. Davenport, Extending the documentary tradition. Presented at the Oberhausen international film festival, Oberhausen (1997). Retrieved from http://mf.media.mit.edu/pubs/conference/OberhausenExtending.pdf

  • A. Dekel, N. Knoller, U. Ben-Arie, M. Lotan, M. Tal, One measure of happiness-a dynamically updated interactive video narrative using gestures. Presented at the human-computer interaction INTERACT, INTERACT (2003)

    Google Scholar 

  • Dragon’s Lair (1983 video game). Dragon’s Lair (1983 Video Game) (n.d.). Retrieved June 20, 2015, from https://en.wikipedia.org/wiki/Dragon%27s_Lair_(1983_video_game)

  • D. Dufresne, Fort McMoney. National Filmboard of Canada (2013). Retrieved from http://www.fortmcmoney.com

  • Electronic Arts, Mass Effect [Video Game] (Electronic Arts, Edmonton, 2007)

    Google Scholar 

  • Fox Interactive, The X-Files Game [Video Game] (Fox Interactive, Los Angeles, 1998)

    Google Scholar 

  • B. Gaylor, Do Not Track (Paris, 2015). Retrieved from https://donottrack-doc.com

  • D. Geerts, L. De Marez, C. Pauwels, F. Bentley, C. Timmerer (eds.), TVX ‘15: proceedings of the ACM international conference on interactive experiences for TV and online video (ACM, Brussels/New York, 2015)

    Google Scholar 

  • S.W. Gilroy, J. Porteous, F. Charles, M. Cavazza, E. Soreq, G. Raz, et al., A brain-computer interface to a plan-based narrative, in Proceedings of the 23rd International Joint Conference on Artificial Intelligence, (Beijing, 2013)

    Google Scholar 

  • J. Herling, Advanced Real-Time Manipulation of Video Streams (Springer, Wiesbaden, 2014)

    Book  Google Scholar 

  • Interplay Entertainment, Black Dahlia [Video Game] (Interplay Entertainment, Beverly Hills, 1998)

    Google Scholar 

  • ID Software, Doom [Video Game] (ID Software, 1993)

    Google Scholar 

  • H. Jenkins, Game design as narrative architecture, in First Person: New Media as Story, Performance, and Game, ed. by N. Wardrip-Fruin, P. Harrigan (MIT Press, Cambridge, MA, 2004). Retrieved from http://www.electronicbookreview.com/thread/firstperson/lazzi-fair

  • Jeppemh, User comment on IMDB.com website (2000). Retrieved June 15, 2015, from http://www.imdb.com/title/tt0229322/usercomments

  • K. Kirchmann. Umschalten erwünscht? Wenn ja, von wem? Ergebnisse einer Studie zu Ästhetik und Rezeption des ersten interaktiven TV-Spiels des deutschen Fernsehens im Dezember 1991. Arbeitshefte Bildschirmmedien, 48(1994), 23–60

    Google Scholar 

  • N. Knoller, U. Ben-Arie, The Holodeck is all around us, in Interactive Digital Narrative, ed. by H. Koenitz, G. Ferri, M. Haahr, D. Sezen, T.I. Sezen (Routledge, New York, 2015), pp. 51–66

    Google Scholar 

  • N. Knoller, InterFace portraits: communicative-expressive interaction with a character’s mind. Presented at the SRMC ‘04: proceedings of the 1st ACM workshop on story representation, mechanism and context (ACM Request Permissions, New York, 2004), pp. 63–66. Doi:10.1145/1026633.1026648

    Google Scholar 

  • N. Knoller, U. Ben-Arie, Turbulence – a user study of a hypernarrative interactive movie, in Interactive Storytelling: Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009, Guimarães, Portugal, December 9–11, 2009, Proceedings, vol. 5915, ed. by I. Iurgel, N. Zagalo, P. Petta (Springer, Berlin, 2009), pp. 44–49. Doi:10.1007/978-3-642-10643-9_8

    Google Scholar 

  • N. Knoller, The expressive space of IDS-as-Art, in Interactive Storytelling: 5th International Conference, ICIDS 2012, San Sebastián, Spain, November 12–15, 2012. Proceedings, ed. by D. Oyarzun, F. Peinado, R.M. Young, A. Elizalde, G. Méndez (Springer, Berlin/Heidelberg, 2012). Doi:10.1007/978-3-642-34851-8_3

    Google Scholar 

  • H. Koenitz, Towards a specific theory of interactive digital narrative, in Interactive Digital Narrative, ed. by H. Koenitz, G. Ferri, M. Haahr, D. Sezen, T.I. Sezen (Routledge, New York, 2015), pp. 91–105

    Google Scholar 

  • H. Koenitz, Reframing interactive digital narrative. Proquest, UMI Dissertation Publishing, (2010a)

    Google Scholar 

  • H. Koenitz, Towards a theoretical framework for interactive digital narrative, in Interactive Storytelling: Third Joint Conference on Interactive Digital Storytelling, ed. by R. Aylett, M.Y. Lim, S. Louchart (Springer, 2010b), pp. 176–185. Doi:10.1007/978-3-642-16638-9_22

    Google Scholar 

  • H. Koenitz, T.I. Sezen, D. Sezen, Breaking points – a continuously developing interactive digital narrative, in Interactive storytelling : 6th International Conference, ICIDS 2013, Istanbul, Turkey, November 6–9, 2013, Proceedings, vol. 8230, ed. by H. Koenitz, G. Ferri, M. Haar, D. Sezen, T.I. Sezen, G. C̨atak (Springer, Cham, 2013), pp. 107–113. Doi:10.1007/978-3-319-02756-2_12

    Google Scholar 

  • H. Koenitz, S. Louchart, Practicalities and ideologies, (re)-considering the interactive digital narrative authoring paradigm. Presented at the foundation of digital games 2015, pp. 1–4 (2015)

    Google Scholar 

  • Konami, Metal Gear Solid 4: Guns of the Patriots [Video Game] (Konami, Tokio, 2008)

    Google Scholar 

  • S. Kragh-Jacobsen, K. Levring, T. Vinterberg, von L. Trier, D-Dag (2000)

    Google Scholar 

  • B. Laurel, Computers as Theatre (Addison-Wesley, Boston, 1991)

    Google Scholar 

  • B. Laurel, Toward the design of a computer-based interactive fantasy system (1986)

    Google Scholar 

  • M. Lew, Office Voodoo. Presented at the SIGGRAPH 2003 conference (ACM Press, New York, 2003). Doi:10.1145/965400.965574

    Google Scholar 

  • LucasArts, Star Wars: Rebel Assault [Video Game] (LucasArts, San Francisco, 1993)

    Google Scholar 

  • A. Mitchell, K. McGee, Reading again for the first time: a model of rereading in interactive stories, in Interactive Storytelling: 5th International Conference, ICIDS 2012, San Sebastián, Spain, November 12–15, 2012. Proceedings, ed. by D. Oyarzun, F. Peinado, R.M. Young, A. Elizalde, G. Méndez (Springer, Berlin/Heidelberg, 2012). Doi:10.1007/978-3-642-34851-8.pdf

    Google Scholar 

  • J.H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace (Free Press, New York, 1997)

    Google Scholar 

  • J.H. Murray, Transcending transmedia: emerging story telling structures for the emerging convergence platforms. Presented at the EuroITV 2012: 10th European conference on interactive TV and video (ACM, New York, 2012), pp. 1–6. Doi:10.1145/2325616.2325618

    Google Scholar 

  • M. Naimark, Interactive art–maybe it’s a bad idea, in Cyberarts (Springer, Vienna/New York, 1998)

    Google Scholar 

  • A. Nandakumar, J. Murray, Companion apps for long arc TV series: supporting new viewers in complex storyworlds with tightly synchronized context-sensitive annotations. Presented at the TVX 2014 ACM international conference on interactive experiences for TV and online video (ACM, 2014), pp. 3–10. Doi:10.1145/2602299.2602317

    Google Scholar 

  • K. Nash, Strategies of interaction, questions of meaning: an audience study of the NFBs Bear 71. Stud. Doc. Film 8(3), 221–234 (2014). doi:10.1080/17503280.2014.958904

    Article  Google Scholar 

  • E. Pariser, The Filter Bubble (Penguin, New York, 2011)

    Google Scholar 

  • Phantasmagoria, Phantasmagoria (n.d.). Retrieved June 15, 2015, from http://en.wikipedia.org/wiki/Phantasmagoria_(video_game)

  • PTV Productions, Inside the Haiti Earthquake (2010). Retrieved from http://www.insidedisaster.com/experience/

  • Quantic Dream, Heavy Rain [Video Game] (Sony Computer Entertainment, Tokyo, 2010)

    Google Scholar 

  • Quantic Dream, Beyond: Two Souls [Video Game] (Sony Computer Entertainment, Tokyo, 2013)

    Google Scholar 

  • M.-L. Ryan, Multivariant narratives, in A Companion to Digital Humanities, ed. by S. Schreibman, R. Siemens, J. Unsworth (A Companion to Digital Humanities, Malden, 2004), pp. 415–430. doi:10.1002/9780470999875.ch28

    Google Scholar 

  • Sierra On-Line, Phantasmagoria [Video Game] (Sierra On-Line, Los Angeles, 1995)

    Google Scholar 

  • Simon & Schuster, Star Trek: Borg [Video Game] (Simon & Schuster, New York, 1996)

    Google Scholar 

  • D. Simpson, Lucasfilm debuts real-time rendering of “star wars” scenes. The Hollywood Reporter (2013, September 22). Retrieved from http://www.hollywoodreporter.com/video/lucasfilm-debuts-real-time-rendering-635458

  • A. Stern, Embracing the combinatorial explosion: a brief prescription for interactive story R&D, in Embracing the Combinatorial Explosion: A Brief Prescription for Interactive Story R&D (2008), pp. 1–5. Doi:10.1007/978-3-540-89454-4_1

    Google Scholar 

  • Tale of Tales, The Graveyard [Video Game] (Tale of Tales, 2008). Retrieved from http://tale-of-tales.com/TheGraveyard/

  • C.S.S. Tan, J. Van den Bergh, J. Schöning, K. Luyten, Towards detection of side activities and emotions of anonymous TV viewers through body postures. Presented at the TVX2014. (2014). Doi:10.6084/m9.figshare.1032592

    Google Scholar 

  • Telltale Games, The Walking Dead [Video Game] (Telltale Games, San Rafael, 2012)

    Google Scholar 

  • The Fullbright Company, Gone Home [Video Game] (The Fullbright Company, Portland, 2013)

    Google Scholar 

  • P. Tikka, Enactive Cinema: Simulatorium Eisensteinense (2008)

    Google Scholar 

  • M.F. Ursu, I.C. Kegel, D. Williams, M. Thomas, H. Mayer, V. Zsombori et al., ShapeShifting TV: interactive screen media narratives. Multimedia Syst. 14(2), 115–132 (2008a). doi:10.1007/s00530-008-0119-z

    Article  Google Scholar 

  • M.F. Ursu, M. Thomas, I. Kegel, D. Williams, M. Tuomola, I. Lindstedt et al., Interactive TV narratives: opportunities, progress, and challenges. ACM Trans. Multimedia Comput. Commun. Appl. 4(4), 25:1–25:39 (2008b). doi:10.1145/1412196.1412198

    Article  Google Scholar 

  • J. Van den Bergh, K. Luyten, M. Matton, K. Willaert, 1st workshop on empathic television experiences (EmpaTeX 2014). Presented at the TVX2014 adjunct proceedings, (2014). Doi:10.6084/m9.figshare.1031603

    Google Scholar 

  • B. Weiberg, Beyond Interactive Cinema (2002). Retrieved August 19, 2015, from http://keyframe.org/txt/interact/

  • J. Weizenbaum, Eliza – a computer program for the study of natural language communication between man and machine. Commun. ACM 9(1), 36–45 (1966). doi:10.1145/365153.365168

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Hartmut Koenitz .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer Science+Business Media Singapore

About this entry

Cite this entry

Koenitz, H., Knoller, N. (2017). Interactive Digital Narratives for iTV and Online Video. In: Nakatsu, R., Rauterberg, M., Ciancarini, P. (eds) Handbook of Digital Games and Entertainment Technologies. Springer, Singapore. https://doi.org/10.1007/978-981-4560-50-4_44

Download citation

Publish with us

Policies and ethics