2018
DOI: 10.1007/978-3-030-04028-4_12
|View full text |Cite
|
Sign up to set email alerts
|

A Multidimensional Classification of Choice Presentation in Interactive Narrative

Abstract: This article approaches the question of choice in interactive narratives and presents a multidimensional classification model based on a selection and characterization of 31 existing works. The methodology for establishing such a classification is detailed, which considers composing elements, functions, aesthetic considerations, and mechanics for choice presentation. This article uses an observational approach for analyzing interactive narratives based in theoretical considerations.

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2019
2019
2021
2021

Publication Types

Select...
2
2

Relationship

2
2

Authors

Journals

citations
Cited by 4 publications
(2 citation statements)
references
References 3 publications
0
2
0
Order By: Relevance
“…At the same time, this study provided hints on dimensions of improvements of generative systems, mostly related to the ergonomics of choices. It also suggests to build more relevant indicators than the number of choices, to predict the feelings of control, curiosity and frustration, based on a deeper analysis of the structure of choices in IN [24,25].…”
Section: Discussionmentioning
confidence: 99%
“…At the same time, this study provided hints on dimensions of improvements of generative systems, mostly related to the ergonomics of choices. It also suggests to build more relevant indicators than the number of choices, to predict the feelings of control, curiosity and frustration, based on a deeper analysis of the structure of choices in IN [24,25].…”
Section: Discussionmentioning
confidence: 99%
“…• There are many design options available related to how to present choices to the user, involving, for instance whether the options are embedded into the world or laid on top of it, how options are staged, how time-related constraints are inserted, etc. [2]. We made the initial design decision that possible options would be explicitly proposed to the player, in contrast to approaches where the user choice is inferred from a natural interaction interface.…”
Section: Main Design Decisionsmentioning
confidence: 99%