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Interactive Digital Narrative 2015
DOI: 10.4324/9781315769189-8
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Towards a Specific Theory of Interactive Digital Narrative

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Cited by 81 publications
(42 citation statements)
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“…We have seen discussion from researchers who looked at both technical and narrative aspects of immersive experiences separately [47]. Koenitz [41] also put forward a theory indicating that the viewer's participation in storytelling is also part of the narrative itself. We assume further exploration will be needed on the relationship between the viewer interaction design choices and the actual viewer experience.…”
Section: Discussionmentioning
confidence: 99%
“…We have seen discussion from researchers who looked at both technical and narrative aspects of immersive experiences separately [47]. Koenitz [41] also put forward a theory indicating that the viewer's participation in storytelling is also part of the narrative itself. We assume further exploration will be needed on the relationship between the viewer interaction design choices and the actual viewer experience.…”
Section: Discussionmentioning
confidence: 99%
“…The paper aims to address an issue of the game's identity in the context of narrative interfaces and their integrity. Following the approach of Jenkins (2002), Bizzocchi (2007Bizzocchi ( , 2011 and Koenitz (2015Koenitz ( , 2018 I propose there to address said topic by attention paid to the integrity of the narrative interfaces design and their role in the presentation and experience of "the game" as particular "that game". Especially in the context of attempts to recreate specific experience (remake/revival, sequel and sibling identity), for which main example is the game Planescape Torment and its revival (Enhanced Edition) and "spiritual successor" Tides of Numenera.…”
Section: Discussionmentioning
confidence: 99%
“…Os documentaristas, ou cineastas do real, ao estabelecerem no design de suas obras estratégias para explorar o potencial que esse novo dispositivo possui, passam a abordar o espaço que se abre entre a teoria e as potenciais práticas de produção e consumo dos entornos digitais imersivos. Nesse sentido, as próprias condições de imediação, hipermediação e remediação que, segundo a nomenclatura de Bolter e Grusin (2000), traz consigo o dispositivo VR, obriga aos criadores destes ambientes a uma reflexão sobre as affordances tecnológicas do meio digital (Gibson, 1977;Norman, 1988;Murray, 2012;Uricchio, 2013;Koenitz, 2015). Na procura de uma narrativa dramatúrgica que atenda à configuração da identidade do operador/ator dessa experiência imersiva, tornase imprescindível abordar questões de usabilidade relacionadas às possibilidades de visão e movimento, empatia, interação e engajamento.…”
Section: Afeição Movimento E Fluidez Na Montagem Do Pensamento Esféricounclassified