The ‘Interactive’ of Interactive Storytelling: Customizing the Gaming Experience

  • Barbaros Bostan
  • Tim Marsh
Conference paper

DOI: 10.1007/978-3-642-15399-0_63

Part of the Lecture Notes in Computer Science book series (LNCS, volume 6243)
Cite this paper as:
Bostan B., Marsh T. (2010) The ‘Interactive’ of Interactive Storytelling: Customizing the Gaming Experience. In: Yang H.S., Malaka R., Hoshino J., Han J.H. (eds) Entertainment Computing - ICEC 2010. ICEC 2010. Lecture Notes in Computer Science, vol 6243. Springer, Berlin, Heidelberg

Abstract

In this article, we define interactive storytelling as a gaming experience where the form and content of the game is customized in real time and tailored to the preferences and needs of the player to maximixe enjoyment. The primary focus of interactive storytelling should not be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but on different interaction levels provided by computer games and basic components of player enjoyment such as difficulty levels and gaming rewards. In conducting an analysis of interactive storytelling systems, we propose a user-centered approach to interactive storytelling by defining different customization levels for an optimum gaming experience.

Keywords

Computer games interactivity interactive storytelling gaming experience user-centered design 

Copyright information

© Springer-Verlag Berlin Heidelberg 2010

Authors and Affiliations

  • Barbaros Bostan
    • 1
  • Tim Marsh
    • 2
  1. 1.Interactive and Digital Media Institute (IDMI)National University of SingaporeSingapore
  2. 2.Faculty of Arts & Social SciencesNational University of SingaporeSingapore

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