Measuring User Responses to Interactive Stories: Towards a Standardized Assessment Tool

  • Ivar E. Vermeulen
  • Christian Roth
  • Peter Vorderer
  • Christoph Klimmt
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6432)

Abstract

With the increasing number of prototypes and market applications of interactive storytelling, the understanding and optimization of how end users respond to computer-mediated interactive narratives is of growing importance. Based on a conceptual model of user experiences in interactive storytelling, a measurement instrument for empirical user-based research was developed. We report findings from an initial test of the self-report scales that was conducted with N=80 players of the adventure game ”Fahrenheit”. Interactivity was manipulated experimentally in order to validate the measures. Results suggest that the scales will be useful for comparing user responses to ‘real’ interactive storytelling systems.

Keywords

Interactive storytelling user experience measurement scales 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Cavazza, M., Lugrin, J.L., Pizzi, D., Charles, F.: Madame Bovary on the Holodeck: Immersive Interactive Storytelling. In: ACM Multimedia 2007, pp. 651–660 (2007)Google Scholar
  2. 2.
    Mehta, M., Dow, S., MacIntyre, B., Mateas, M.: Evaluating a Conversation-centered Interactive Drama. In: Conference on Autonomous Agents and Multiagent Systems (2007)Google Scholar
  3. 3.
    Roth, C., Vorderer, P., Klimmt, C.: The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experience. In: Iurgel, I.A., Zagalo, N., Petta, P. (eds.) ICIDS 2009. LNCS, vol. 5915, pp. 38–43. Springer, Heidelberg (2009)CrossRefGoogle Scholar
  4. 4.
    Klimmt, C., Roth, C., Vermeulen, I., Vorderer, P., Roth, F.S.: Forecasting the Experience of Future Entertainment Technology: “Interactive Storytelling” and Media Enjoyment. Presentation to the Annual Conference of the International Communication Association (ICA), Communication & Technology Division, Singapore (2010)Google Scholar
  5. 5.
    Klimmt, C., Hartmann, T., Frey, A.: Effectance and Control as Determinants of Video Game Enjoyment. CyberPsychology & Behavior 10(6), 845–847 (2007)CrossRefGoogle Scholar
  6. 6.
    Thue, D., Bulitko, V., Spetch, M., Wasylishen, E.: Learning Player Preferences to Inform Delayed Authoring. In: AAAI Fall Symposium on Intelligent Narrative Technologies. AAAI Press, Arlington (2007)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2010

Authors and Affiliations

  • Ivar E. Vermeulen
    • 1
  • Christian Roth
    • 1
  • Peter Vorderer
    • 2
  • Christoph Klimmt
    • 3
  1. 1.Center for Advanced Media Research Amsterdam (CAMeRA)VU University AmsterdamAmsterdamThe Netherlands
  2. 2.Media and Communication StudiesUniversity of MannheimMannheimGermany
  3. 3.Department of CommunicationJohannes Gutenberg University of MainzMainzGermany

Personalised recommendations