Funology pp 249-256

Part of the Human-Computer Interaction Series book series (HCIS, volume 3)

Interfacing the Narrative Experience

  • Jennica Falk


Our knowledge of the physical world and the skills with which we engage with it are powerful facilitators to LRP games. The artefacts, costumes, game-specific locations and buildings transform the physical world into a magic place where fantastic narratives are spawned. The level of engagement such a game environment creates — with no physical division between player, character, space, and narrative — is the kind of immersion many interactive narratives and computer games seek to achieve but where they also fail. By looking at the appropriation of artefacts and physical game locations in LRP games, and observing how the stories emerge from the interaction between all these components, we can inform the design process for interfaces to interactive narrative applications.


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  3. Costikyan, G. Where Stories End and Games Begin, (2002-11-20)
  4. Crawford, C. The Art of Computer Game Design, (2002-11-20)
  5. Falk, J. (2002). The World as Game Board. Position Statement, Workshop on Funology at CHI 2002.Google Scholar

Copyright information

© Kluwer Academic Publishers 2003

Authors and Affiliations

  • Jennica Falk

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