2006
DOI: 10.1007/11736639_53
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Story Pacing in Interactive Storytelling

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Cited by 14 publications
(4 citation statements)
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“…In a similar way, story pacing as described by Göbel et al [47], i.e. the "rhythm" of a narrative or the timing and sequence of narrative events, is harder to realize in digital media than in other media used for storytelling, and the player's perception due to the effects of non-linearity and interactivity, can differ from what the author intended.…”
Section: Adaptive Storytellingmentioning
confidence: 93%
See 1 more Smart Citation
“…In a similar way, story pacing as described by Göbel et al [47], i.e. the "rhythm" of a narrative or the timing and sequence of narrative events, is harder to realize in digital media than in other media used for storytelling, and the player's perception due to the effects of non-linearity and interactivity, can differ from what the author intended.…”
Section: Adaptive Storytellingmentioning
confidence: 93%
“…Adaptivity is included in INSCAPE by the mechanism of "Story Pacing" [47]. Hereby, authors can create "Strategies" which are in effect adaptive changes to the game such as a "limit time" strategy that introduces countdowns to the narrative.…”
Section: Interactive Storytelling Authoring Toolsmentioning
confidence: 99%
“…In this particular subject-area there exist multiple developmental paradigms [15][16][17], which are often adapted in order to cover specific content, system and user requirements [18]. Existing methodologies either utilise a generalised interaction design approach for all purposes, or focus system development on the technological platform capabilities [19][20][21][22][23][24][25][26][27][28][29][30][31][32]. Some choose to map learning and game mechanics in order to analyse the performance of the produced application [33], or create models of the end-system in order to predict its end-user performance [34].…”
Section: Archaeological Content Data Types and Interaction Requirementsmentioning
confidence: 99%
“…Interactive Digital Storytelling, especially the gaming sector, nowadays, is considered as one of popular research directions that have had important and successful contribution to the edutainment domain [3,10,14,13,8]. [30] demonstrated that, thanks to the effects of interactivity, games brought a learning support that was more efficient than the traditional supports (non-interactive formats such as text, oral presentation, video).…”
Section: Introductionmentioning
confidence: 99%