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Proceedings of the 1st International Workshop on Multimedia Alternate Realities 2016
DOI: 10.1145/2983298.2983302
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Evaluating the User Experience of Interactive Digital Narrative

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Cited by 77 publications
(69 citation statements)
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References 17 publications
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“…We have identified new available empirical studies published in 2017 and 2018 that were included as an update. Overall, we have analyzed 45 international scientific papers [6][7][8][9][10][11][12][13][14][15][16][46][47][48][49][50][51][52], one thesis written in French [45], and one specialized press article 2000 [17] published since (see Table 1).…”
Section: Previous Workmentioning
confidence: 99%
“…We have identified new available empirical studies published in 2017 and 2018 that were included as an update. Overall, we have analyzed 45 international scientific papers [6][7][8][9][10][11][12][13][14][15][16][46][47][48][49][50][51][52], one thesis written in French [45], and one specialized press article 2000 [17] published since (see Table 1).…”
Section: Previous Workmentioning
confidence: 99%
“…Based on Entertainment Theory (Bryant and Vorderer, 2013), Roth's measurement toolbox covers a wide range of user experience dimensions (effectance, autonomy, usability, suspense, curiosity, presence, identification, character believability, flow, eudaimonic appreciation, enjoyment, positive and negative affect). We have recently mapped these dimensions (Roth and Koenitz, 2016) to Murray's more broadly understood concepts (Murray, 1997): agency, immersion, and transformation.…”
Section: Iiir E L Ate D Wo R Kmentioning
confidence: 99%
“…We describe a method to verify narrative design conventions using empirical methods. Instead of the trial-and-error process of old, our method evaluates user reaction to A/B prototypes using an established toolkit measuring immersion, agency and transformation through a granular set of 13 psychological dimensions (Roth and Koenitz, 2016;Roth and Vermeulen, 2013;Roth, Klimmt, Vermeulen, and Vorderer, 2011;Roth, Vorderer, Klimmt, and Vermeulen, 2010).…”
Section: Iintroductionmentioning
confidence: 99%
“…When a producer of VR content wants to evaluate the immersive quality of a specific experience, or compare two or more different solutions for problems that occur during production, one of the possible ways to accomplish that is to measure the amount of presence that the user experiences. In the standardized assessment toolkit that Roth developed [24] to measure user responses to interactive stories, presence is accounted for with the following items (short scale version):…”
Section: Presence and Immersion In Vrmentioning
confidence: 99%