2011
DOI: 10.1007/978-3-642-25289-1_24
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Hooked! – Evaluating Engagement as Continuation Desire in Interactive Narratives

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Cited by 44 publications
(21 citation statements)
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“…Embodied conversational agents are structured using a foundation of human-human conversation, creating agents that appear on a screen and interact with a human user (Cassell, 2000). Interactive narratives, where users can influence the storyline through actions and interact with the characters, result in engaging experiences (Schoenau-Fog, 2011) and increase a user's desire to keep interacting with the system (Kelleher et al, 2007;Hoffman et al, 2008). FearNot is a virtual simulation with different bullying episodes where a child can take an active role in the story by advising the victim on possible coping strategies to handle the bullying situation.…”
Section: Robots As Educational Toolsmentioning
confidence: 99%
“…Embodied conversational agents are structured using a foundation of human-human conversation, creating agents that appear on a screen and interact with a human user (Cassell, 2000). Interactive narratives, where users can influence the storyline through actions and interact with the characters, result in engaging experiences (Schoenau-Fog, 2011) and increase a user's desire to keep interacting with the system (Kelleher et al, 2007;Hoffman et al, 2008). FearNot is a virtual simulation with different bullying episodes where a child can take an active role in the story by advising the victim on possible coping strategies to handle the bullying situation.…”
Section: Robots As Educational Toolsmentioning
confidence: 99%
“…Embodied conversational agents are structured using a foundation of human-human conversation, creating agents that appear on a screen and interact with a human user [7]. Interactive narratives, where users can influence the storyline through actions and interact with the characters, result in engaging experiences [31] and increase a user's desire to keep interacting with the system [12,14]. FearNot is a virtual simulation with different bullying episodes where a child can take an active role in the story by advising the victim on possible coping strategies to handle the bullying situation.…”
Section: Related Workmentioning
confidence: 99%
“…Furthermore, some theoretical video game studies observed that emotion can be considered as a component of engagement [8,9]. On the other hand, Natkin [10] defined engagement in video games as a feeling of responsibility and Shoenau-fog [11] came to the conclusion that engagement can be conceived as a desire to pursue the game. Engaging the user in his/her experience of the product should be, among others, facilitative of cognitive efforts associated with serious aspects which might be presented in the product [12].…”
Section: Introductionmentioning
confidence: 99%