ICEC 2011: Entertainment Computing – ICEC 2011 pp 13-21 | Cite as
The Experience of Interactive Storytelling: Comparing “Fahrenheit” with “Façade”
Abstract
At the intersection of multimedia, artificial intelligence, and gaming technology, new visions of future entertainment media arise that approximate the “Holodeck” ® idea of interactive storytelling. We report exploratory experiments on the user experience in a ‘classic’, foundational application of interactive storytelling, “Façade” (Mateas & Stern, 2002), and compare results with an identical experiment carried out with users of the adventure game “Fahrenheit”. A total of N = 148 participants used one of the systems interactively or watched a pre-recorded video sequence of the application without interactive involvement. Using a broad range of entertainment-related measures, the experience of Interactive Storytelling was found to depend strongly on interactivity (mostly in “Façade”) and to differ substantially across the systems, with “Façade” achieving a stronger connection between interactive use and the resulting profile of entertainment experiences.
Keywords
Interactive storytelling user experience “Façade” enjoyment adventure gamesReferences
- 1.Cavazza, M., Lugrin, J.L., Pizzi, D., Charles, F.: Madame Bovary on the Holodeck: Immersive Interactive Storytelling. ACM Multimedia, 651–660 (2007)Google Scholar
- 2.Aylett, R., Petta, P., Riedl, M. (eds.): Interactive Storytelling – Proceedings of the 3rd International Conference on Interactive Digital Storytelling. LNCS, vol. 6432. Springer, Amsterdam (2010)Google Scholar
- 3.Mateas, M., Stern, A.: Architecture, Authorial Idioms and Early Observations of the Interactive Drama Façade. Technical Report CMU-CS-02-198, School of Computer Science, Carnegie Mellon University, Pittsburgh (2002)Google Scholar
- 4.Bostan, B., Marsh, T.: The ‘Interactive’ of Interactive Storytelling: Customizing the Gaming Experience. In: Yang, H., Malaka, R., Hoshino, J., Han, J.H. (eds.) ICEC 2010. LNCS, vol. 6243, pp. 472–475. Springer, Heidelberg (2010)CrossRefGoogle Scholar
- 5.Murray, J.: Hamlet on the Holodeck: The future of narrative in cyberspace. MIT Press, Boston (1997)Google Scholar
- 6.Bryant, J., Vorderer, P. (eds.): Psychology of entertainment. Erlbaum, Mahwah (2006)Google Scholar
- 7.Vorderer, P., Bryant, J. (eds.): Playing video games: Motives, responses, consequences. Erlbaum, Mahwah (2006)Google Scholar
- 8.Juul, J.: Games Telling stories?A brief note on games and narratives. Gamestudies 1(1), Article 2 (2001), http://www.gamestudies.org
- 9.Klimmt, C., Vorderer, P.: Media Psychology ‘is not yet there’: Introducing theories on media entertainment to the Presence debate. Presence: Teleoperators and Virtual Environments 12, 346–359 (2003)CrossRefGoogle Scholar
- 10.Roth, C., Vorderer, P., Klimmt, C.: The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experience. In: Iurgel, I., Zagalo, N., Petta, P. (eds.) ICIDS 2009. LNCS, vol. 5915, pp. 38–43. Springer, Heidelberg (2009)CrossRefGoogle Scholar
- 11.Klimmt, C., Roth, C., Vermeulen, I., Vorderer, P., Roth, F.S.: Forecasting the Experience of Future Entertainment Technology: “Interactive Storytelling” and Media Enjoyment. Full Paper Presentation to the Annual Conference of the International Communication Association (ICA), Communication & Technology Division, Singapore (2010)Google Scholar
- 12.Klimmt, C., Hartmann, T., Frey, A.: Effectance and Control as Determinants of Video Game Enjoyment. Cyber Psychology & Behavior 10, 845–847 (2007)Google Scholar
- 13.Watson, D., Clark, L.A., Tellegen, A.: Development and validation of brief measures of positive and negative affect: The PANAS scales. Journal of Personality and Social Psychology 54, 1063–1070 (1988)CrossRefGoogle Scholar
- 14.Vermeulen, I., Roth, C., Vorderer, P., Klimmt, C.: Measuring user responses to interactive stories: Towards a standardized assessment tool. In: Aylett, R., et al. (eds.) ICIDS 2010. LNCS, vol. 6432, pp. 38–43. Springer, Heidelberg (2010)CrossRefGoogle Scholar