Aporia – Exploring Continuation Desire in a Game Focused on Environmental Storytelling

  • Sebastian Hurup Bevensee
  • Kasper Alexander Dahlsgaard Boisen
  • Mikael Peter Olsen
  • Henrik Schoenau-Fog
  • Luis Emilio Bruni
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7648)

Abstract

This paper is a reflective description of the development and the evaluation of the experimental game ‘Aporia’. The project demonstrates an exploration of interactive environmental storytelling and an evaluation of engagement as measured by continuation desire in a non-violent first-person computer game. The test method involves the interruption of the player during gameplay at specific points and assessing their desire to continue. The objective of the interactive experience in the game is to convey a pre-written story through environmental storytelling by the use of pictorial cues in an immersive, atmospheric and aesthetic environment. The findings suggest that Aporia appears as a non-linear emergent narrative experience with a high level of engagement facilitating a desire to continue playing the game.

Keywords

Continuation Desire Engagement Motivation Interactive Narrative Environmental storytelling CryEngine3 SDK 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  • Sebastian Hurup Bevensee
    • 1
  • Kasper Alexander Dahlsgaard Boisen
    • 1
  • Mikael Peter Olsen
    • 1
  • Henrik Schoenau-Fog
    • 1
  • Luis Emilio Bruni
    • 1
  1. 1.Department of Architecture, Design and Media Technology, Section of MedialogyAalborg University, CopenhagenCopenhagenDenmark

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