2012
DOI: 10.1177/1555412012451123
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Forecasting the Experience of Future Entertainment Technology

Abstract: Advances in gaming and other entertainment technologies are evolving rapidly and create new conceptual challenges for understanding and explaining the user experiences they can facilitate. The present article reports a prospective study on a particularly promising entertainment technology of the future: Interactive storytelling (IS). Integrating various streams of computing technology, such as advanced visualization, natural speech processing, and autonomous agents, IS systems are envisioned to offer new, pers… Show more

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Cited by 39 publications
(36 citation statements)
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“…A relevant follow-up study could measure the individual skill of users, record their FPS game play, and then examine if the prevalence of moral disengagement factors differs based on players' skill (e.g., Matthews & Weaver, 2013). In general, we assume that the rise of emergent narratives or even interactive story-telling techniques in video games (Klimmt, Roth, Vermeulen, Vorderer, & Roth, 2012) may result in a greater variation of plotlines and narratives (maybe less in FPS games than in other genres, such as role-playing games). Therefore, moral disengagement factors on a narrative level may indeed differ depending on how individual players proceed through a game.…”
Section: Discussionmentioning
confidence: 99%
“…A relevant follow-up study could measure the individual skill of users, record their FPS game play, and then examine if the prevalence of moral disengagement factors differs based on players' skill (e.g., Matthews & Weaver, 2013). In general, we assume that the rise of emergent narratives or even interactive story-telling techniques in video games (Klimmt, Roth, Vermeulen, Vorderer, & Roth, 2012) may result in a greater variation of plotlines and narratives (maybe less in FPS games than in other genres, such as role-playing games). Therefore, moral disengagement factors on a narrative level may indeed differ depending on how individual players proceed through a game.…”
Section: Discussionmentioning
confidence: 99%
“…Reducing the effort and time of consumers increases their intentions to actively view web pages and make online purchases (Klein, 1998). A related literature review reveals three design principles for creating a narrative experience (Fogg, 2003;Klimmt et al, 2012;Lee et al, 2006). First, operational processes and guides are reduced, and the effort and time invested in consumption is decreased, leading to a significantly increased consumer willingness to browse and their intention to purchase products (Fogg, 2003;Klein, 1998;Montoya-Weiss et al, 2003).…”
Section: Intr 241mentioning
confidence: 96%
“…Narrative experience by augmented reality can significantly reduce cognitive load by allowing consumers to more accurately verify the quality and attributes of products online (Klein, 1998;Klimmt et al, 2012). Reducing the effort and time of consumers increases their intentions to actively view web pages and make online purchases (Klein, 1998).…”
Section: Intr 241mentioning
confidence: 97%
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