2003
DOI: 10.1177/1046878103258204
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A Case Study in the Design of Interactive Narrative: The Subversion of the Interface

Abstract: There is a potential conflict in the design of interactive narratives. The exercise of interaction in digital environments, including games, may interfere with the experience of story. The article uses the interactive CD-ROM CEREMONY OF INNOCENCE as a case study in the resolution of this potential conflict. It frames the design of this interactive narrative as the reconciliation of two independent design domains: the design of narrative and interactive design. Narrative design seeks a state of immersive surren… Show more

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Cited by 25 publications
(14 citation statements)
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“…Similarly, Immersion includes the acceptance of sensory stimuli and game assets as constituting something the player will accept as part of a contiguous system instead of disparate elements of an artificial game task. Unless carefully designed, game interaction can actually provide a hindrance to Immersion (Bizzocchi & Woodbury, 2003), as dissonant or distracting game elements (e.g., a frustrating or poorly designed interaction) may remind players of their actual real-world state of playing a game.…”
Section: Immersionmentioning
confidence: 99%
“…Similarly, Immersion includes the acceptance of sensory stimuli and game assets as constituting something the player will accept as part of a contiguous system instead of disparate elements of an artificial game task. Unless carefully designed, game interaction can actually provide a hindrance to Immersion (Bizzocchi & Woodbury, 2003), as dissonant or distracting game elements (e.g., a frustrating or poorly designed interaction) may remind players of their actual real-world state of playing a game.…”
Section: Immersionmentioning
confidence: 99%
“…During these years, interactive stories explore the use of traditional channels and digital formats such as CDs and DVDs. A successful example of the emerging poetics of interactive narrative (Bizzocchi & Woodbury, 2003) is the "Cerimony of Innocence" CD-ROM adaptation of Bantock's mystery novel of Griffin and Sabine, dating back 1997.…”
Section: Interactive Storytelling a Changing Panoramamentioning
confidence: 99%
“…Indeed, as design moves towards more digital explorations (both in human interaction and in the design virtual worlds or products that communicate with one-another digitally), what seems to be the contention that design is a linear process similar to traditional narrative structures will likely evolve alongside non-linear narrative explorations (Bizzocchi and Woodbury, 2003;Suri and Howard, 2006). Psychoanalysis and psychology agree that memory and human experience is a linear construct.…”
Section: Narration As It Pertains To Psychoanalysis and Design Processesmentioning
confidence: 99%
“…It is through this development that one is able to recognize problems with hypertext and design. Bizzocchi and Woodbury (2003) enumerate these problems:…”
Section: Playfulnessmentioning
confidence: 99%
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