First Person Victim: Developing a 3D Interactive Dramatic Experience
Interactive Drama in 3D worlds has great potential for communicating serious themes, however it can become challenging to organize the content in such a way that the theme is communicated clearly while maintaining the feeling of free spatial navigation in the 3D world. In order to address this problem, and to propose a way to structure content, we have developed the Interactive Dramatic Experience Model, which attempts to organize narrative events in a 3D world while keeping the freedom of spatial interactivity. In order to exemplify this model, we have chosen to oppose the classic genre of violent interactive shooter experiences by allowing the participants to experience the feeling of being a victim of war. An evaluation of the implementation indicated that participants experienced free spatial interaction, while still being able to acquire an understanding of the theme being mediated.
KeywordsNarrative Drama Interactive Emergent Experience Engagement Victim
Unable to display preview. Download preview PDF.
- 1.Adams, E.: Three Problems for Interactive Storytellers. Gamasutra.org, http://www.gamasutra.com/view/feature/3414/the_designers_notebook_three_.php (11-09-1999)
- 3.Jesper, J.: A Clash between Game and Narrative. A thesis on computer games and interactive fiction. University of Copenhagen (1999)Google Scholar
- 4.Laurel, B.: Computers as theater. Addison-Wesley, Pennsylvania (1993)Google Scholar
- 5.IJsselsteijn, W.A., de Kort, Y.A.W., Poels, K. (n.d.): The Game Experience Questionnaire: Development of a self-report measure to assess player experiences of digital games (2010) (manuscript submitted for publication)Google Scholar