Advertisement

What is a Convention in Interactive Narrative Design?

  • Hartmut Koenitz
  • Christian Roth
  • Teun Dubbelman
  • Noam Knoller
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10690)

Abstract

This paper reports on an aspect of a long-term project to create a body of evidence-based interactive narrative design methods. In this context, we discuss aspects of formal design descriptions as a basis for a quantitative approach to verify the effects of design choices on the experience of audiences. Specifically, we discuss the notion of ‘design conventions’ by acknowledging earlier usages of the term and the related discourse in video game studies.

Keywords

Interactive digital narrative Interactive narrative design User study Design conventions 

References

  1. 1.
    Murray, J.H.: Inventing the Medium: Principles of Interaction Design as a Cultural Practice. MIT Press, Cambridge (2012)Google Scholar
  2. 2.
    Koenitz, H.: Design approaches for interactive digital narrative. In: Schoenau-Fog, H., Bruni, L.E., Louchart, S., Baceviciute, S. (eds.) ICIDS 2015. LNCS, vol. 9445, pp. 50–57. Springer, Cham (2015).  https://doi.org/10.1007/978-3-319-27036-4_5 CrossRefGoogle Scholar
  3. 3.
    Roth, C., Koenitz, H.: Towards creating a body of evidence-based interactive digital narrative design knowledge: approaches and challenges. In: Proceedings of 2nd International Workshop on Multimedia Alternate Realities, AltMM 2017. ACM, New York (2017)Google Scholar
  4. 4.
    Murray, J.H.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Free Press, New York (1997)Google Scholar
  5. 5.
    Weizenbaum, J.: Eliza — a computer program for the study of natural language communication between man and machine. Commun. ACM 9, 36–45 (1966)CrossRefGoogle Scholar
  6. 6.
    Norman, D.A.: Affordance, conventions, and design. Interactions 6, 38–43 (1999)CrossRefGoogle Scholar
  7. 7.
    Salen, K., Zimmerman, E.: Rules of Play. MIT Press, Cambridge (2004)Google Scholar
  8. 8.
    Costikyan, G.: I have no words & i must design: toward a critical vocabulary for games. In: Mäyrä, F. (ed.) Proceedings of Computer Games and Digital Cultures Conference, pp. 9–33. Tampere (2002)Google Scholar
  9. 9.
  10. 10.
    Alexander, C., Ishikawa, S., Silverstein, M.: A Pattern Language. Oxford University Press, New York (1977)Google Scholar
  11. 11.
    Barwood, H., Falstein, N.: The 400 Project. http://www.theinspiracy.com/the-400-project.html
  12. 12.
    Björk, S., Holopainen, J.: Patterns in Game Design (Game Development Series). Charles River Media, Rockland (2004)Google Scholar
  13. 13.
    Gamma, E., Helm, R., Johnson, R., Vlissides, J.: Design patterns: abstraction and reuse of object-oriented design. In: Broy, M., Denert, E. (eds.) Software Pioneers. Springer, Heidelberg (2002).  https://doi.org/10.1007/978-3-642-59412-0_40 Google Scholar
  14. 14.

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Hartmut Koenitz
    • 1
  • Christian Roth
    • 1
  • Teun Dubbelman
    • 1
  • Noam Knoller
    • 1
  1. 1.HKU University of the Arts Utrecht, Professorship Interactive Narrative DesignUtrechtThe Netherlands

Personalised recommendations