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  1. The Reading Glove

    The Reading Glove is the first component of a research program called the TUNE Project (Tangible, Ubiquitous, Narrative Environment). Karen and Josh Tanenbaum describe TUNE as a story, a space, a game, and a research instrument that investigates questions of interactive narrative, player modeling, adaptivity, and tangible embodied interaction.

    The Reading Glove itself has gone through several iterations. Version 1.0 consisted of a wearable RFID-enabled glove and tagged objects that allowed readers to experience an interactive narrative by picking up objects that have been augmented with story fragments.  There is a video of Reading Glove 1.0 and details of the design process on our blog.

    Jill Walker Rettberg - 07.04.2012 - 14:22

  2. Digging For The Roots Of Interactive Storytelling

    This paper is a writer's reflections on the pre-computer origins of interactive narrative. It seeks out forms of human expression dating back to prehistory that can viewed as the precursors of contemporary interactive storytelling and contemplates what can be learned from these forms that can be applied to contemporary works of interactive storytelling. The examined forms include the participatory myth-based dramas of the ancient Egyptians and Greeks; coming of age rituals in traditional societies; games that blend spiritual beliefs and athleticism; and various Judeo-Christian and pagan religious practices.

    Scott Rettberg - 08.01.2013 - 11:46

  3. Avatars Sharing Agency: Metaphor in Interactive Narrative Environments

    This paper considers how the avatar focuses the metaphor of interactivity in video games and interactive narrative environments. It argues that, despite serving as the on-screen representation of user input, the avatar has some independent agency (whether through design or representational practice) that influences its behavior. Thus, rather than merely relying upon it as her transparent stand-in, the player must negotiate with the avatar to achieve her goals. The negotiation serves to dramatize interactivity as an imperfect conduit between the textual and extra-textual worlds. While not so evident in video games, this imperfection sustains the metaphor of interactivity, deepening expressivity in interactive narrative environments.

    (Source: Author's abstract, 2008 ELO Conference site)

    Scott Rettberg - 08.01.2013 - 16:32

  4. Mimesis

    Online social networks and video games are prevalent in today’s society, and using both video game characters and social networking profiles cam potentially be used to help people better understand others’ experiences, delivering meaningful experiences which enable critical reflection upon one’s identity, and on others’ experiences related to identity. However, merely customizing graphical representations and text fields are insufficient to convey the richness of our real world identities. As a step towards conveying richer identity experiences, we introduce our interactive narrative game called Mimesis, which aims to allow players to explore identity phenomena associated with discrimination. The story of Mimesis takes place in an underwater setting with subtly anthropomorphized sea creatures as characters. The player character is a mimic octopus, which is a species of octopus adept at emulating other creatures. The octopus is on a journey that takes it from the dark depths of the ocean to its home in the tropical shallows.

    Thor Baukhol Madsen - 17.02.2015 - 15:50

  5. Loss, Undersea

    Loss, Undersea is an interactive narrative/multimedia semantics project by Fox Harrell in which a character moving through a standard workday encounters a world submerging into the depths -- a double-scope story of banal life blended with a fantastic Atlantean metaphor. As a user selects emotion-driven actions for the character to perform, the character transforms -- sea creature extensions protrude and calcify around him -- and poetic text narrating his loss of humanity and the human world undersea ensues. (Source: MIT Icelab)

    Magnus Knustad - 07.09.2016 - 12:41

  6. The Witch's Way (Spring)

    The Witch's Way is an interactive story adventure that is a collaborative endeavor with Prof. Doris C. Rusch at the Department of Game Design at Uppsala University in Gotland, Sweden, and Prof. Andrew M. Phelps at the HITLabNZ at the University of Canterbury in Christchurch, NZ and the AU Game Center at American University in Washington, D.C., USA. In addition to standing on its own as a game experience, the Witch's Way also seeks to illustrate design principles with respect to designing games for transformative play. The authors have collaborated over the past several years in the creation of a design framework for transformational, existential game design and a brief bibliography of work in this area is listed in the credits. It is our hope that this game helps serve as an example of the design model as developed thus far, as well as being a moving experience for our players.

    Doris Rusch - 10.08.2023 - 10:34