Interactive Storytelling [[e-book] ] : 6th International Conference, ICIDS 2013, Istanbul, Turkey, November 6-9, 2013, Proceedings / / edited by Hartmut Koenitz, Tonguc Ibrahim Sezen, Gabriele Ferri, Mads Haahr, Digdem Sezen, Güven Çatak |
Edizione | [1st ed. 2013.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2013 |
Descrizione fisica | 1 online resource (XII, 288 p. 78 illus.) |
Disciplina | 006.7 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Application software
Personal computers Multimedia systems User interfaces (Computer systems) Artificial intelligence Arts |
ISBN | 3-319-02756-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Models, Theories and Vocabulary -- Modeling Foreshadowing in Narrative Comprehension for Sentimental Readers -- Narrative Intelligibility and Closure in Interactive Systems -- On Games and Links: Extending the Vocabulary of Agency and Immersion in Interactive Narratives -- The Visual Construction of Narrative Space in Video Games -- Video Game Mise-En-Scene Remediation of Cinematic Codes in Video Games -- Mapping the Evolving Space of Interactive Digital Narrative – From Artifacts to Categorizations -- Conceptualizing Productive Interactivity in Emergent Narratives -- Suitability of Modelling Context for Use within Emergent Narrative -- Applications and Authoring Tools -- Production and Delivery of Interactive Narratives Based on Video Snippets -- Telling Stories on the Go: Lessons from a Mobile Thematic Storytelling System -- Towards Automatic Story Clustering for Interactive Narrative Authoring -- Breaking Points -- A Continuously Developing Interactive Digital Narrative -- The Role of Gender and Age on User Preferences in Narrative Experiences -- Constructing and Connecting Storylines to Tell Museum Stories -- Night Shifts An Interactive Documentary for the iPad -- SimDate3D – Level Two -- Analyses, Evaluation and User Experience Reports -- Acting, Playing or Talking about the Story: An Annotation Scheme for Communication during Interactive Digital Storytelling -- Performative Authoring: Nurturing Storytelling in Children through Imaginative Enactment -- Player Perspectives to Unexplained Agency-Related Incoherence -- Breaching Interactive Storytelling’s Implicit Agreement: A Content Analysis of Facade User Behaviors -- Satire, Propaganda, Play, Storytelling. Notes on Critical Interactive Digital Narratives -- Silent Hill 2 and the Curious Case of Invisible Agency -- The Elements of a Narrative Environment: Exploring User Reactions in Relation to Game Elements -- Artificial Intelligence and Story Generation -- Generating Different Story Tellings from Semantic Representations of Narrative -- Theoretical Considerations towards Authoring Emergent Narrative -- Generating Stories with Morals -- Metrics for Character Believability in Interactive Narrative -- Fully-Automatic Interactive Story Design from Film Scripts -- New Narrative Forms -- Storytelling and the Use of Social Media in Digital Art Installations -- Faceless Patrons –An Augmented Installation Exploring 419-Fictional Narratives -- Minun Helsinkini/My Helsinki/Wa Magaaleydi Helsinki – Finnish Somali Youth Speak for Themselves in Their Document Film -- Re: Dakar Arts Festival: Exploring Transmedia Storytelling Methods to Document an Internet Scam -- Building Narrative Connections among Media Objects in Cultural Heritage Repositories -- Story Jam: Supporting Collective Storytelling with Game Mechanics -- Workshops -- 2nd Workshop on Games and NLP (GAMNLP-13) -- Adapting Narrative Complexity to Games -- Classic Games Workshop -- Edularp: Teaching, Learning and Engaging through Role play and Interactive Narratives -- Interactive Digital Storytelling: Practice, Impact and Aesthetics -- Interactive Story Creation with Smartphone Video -- ICIDS 2013 Workshop: Revisiting the Spam Folder – Using 419-Fiction for Interactive Storytelling -- The Importance of Storytelling on Online Activism for Creating Change -- The Possibilities of Implementing Productive Interactivity in Emergent Narratives -- Towards Mapping the Evolving Space of Interactive Digital Narrative. |
Record Nr. | UNISA-996465766603316 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Interactive Storytelling : 6th International Conference, ICIDS 2013, Istanbul, Turkey, November 6-9, 2013, Proceedings / / edited by Hartmut Koenitz, Tonguc Ibrahim Sezen, Gabriele Ferri, Mads Haahr, Digdem Sezen, Güven Çatak |
Edizione | [1st ed. 2013.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2013 |
Descrizione fisica | 1 online resource (XII, 288 p. 78 illus.) |
Disciplina | 006.7 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Application software
Microcomputers Multimedia systems User interfaces (Computer systems) Artificial intelligence Arts |
ISBN | 3-319-02756-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Models, Theories and Vocabulary -- Modeling Foreshadowing in Narrative Comprehension for Sentimental Readers -- Narrative Intelligibility and Closure in Interactive Systems -- On Games and Links: Extending the Vocabulary of Agency and Immersion in Interactive Narratives -- The Visual Construction of Narrative Space in Video Games -- Video Game Mise-En-Scene Remediation of Cinematic Codes in Video Games -- Mapping the Evolving Space of Interactive Digital Narrative – From Artifacts to Categorizations -- Conceptualizing Productive Interactivity in Emergent Narratives -- Suitability of Modelling Context for Use within Emergent Narrative -- Applications and Authoring Tools -- Production and Delivery of Interactive Narratives Based on Video Snippets -- Telling Stories on the Go: Lessons from a Mobile Thematic Storytelling System -- Towards Automatic Story Clustering for Interactive Narrative Authoring -- Breaking Points -- A Continuously Developing Interactive Digital Narrative -- The Role of Gender and Age on User Preferences in Narrative Experiences -- Constructing and Connecting Storylines to Tell Museum Stories -- Night Shifts An Interactive Documentary for the iPad -- SimDate3D – Level Two -- Analyses, Evaluation and User Experience Reports -- Acting, Playing or Talking about the Story: An Annotation Scheme for Communication during Interactive Digital Storytelling -- Performative Authoring: Nurturing Storytelling in Children through Imaginative Enactment -- Player Perspectives to Unexplained Agency-Related Incoherence -- Breaching Interactive Storytelling’s Implicit Agreement: A Content Analysis of Facade User Behaviors -- Satire, Propaganda, Play, Storytelling. Notes on Critical Interactive Digital Narratives -- Silent Hill 2 and the Curious Case of Invisible Agency -- The Elements of a Narrative Environment: Exploring User Reactions in Relation to Game Elements -- Artificial Intelligence and Story Generation -- Generating Different Story Tellings from Semantic Representations of Narrative -- Theoretical Considerations towards Authoring Emergent Narrative -- Generating Stories with Morals -- Metrics for Character Believability in Interactive Narrative -- Fully-Automatic Interactive Story Design from Film Scripts -- New Narrative Forms -- Storytelling and the Use of Social Media in Digital Art Installations -- Faceless Patrons –An Augmented Installation Exploring 419-Fictional Narratives -- Minun Helsinkini/My Helsinki/Wa Magaaleydi Helsinki – Finnish Somali Youth Speak for Themselves in Their Document Film -- Re: Dakar Arts Festival: Exploring Transmedia Storytelling Methods to Document an Internet Scam -- Building Narrative Connections among Media Objects in Cultural Heritage Repositories -- Story Jam: Supporting Collective Storytelling with Game Mechanics -- Workshops -- 2nd Workshop on Games and NLP (GAMNLP-13) -- Adapting Narrative Complexity to Games -- Classic Games Workshop -- Edularp: Teaching, Learning and Engaging through Role play and Interactive Narratives -- Interactive Digital Storytelling: Practice, Impact and Aesthetics -- Interactive Story Creation with Smartphone Video -- ICIDS 2013 Workshop: Revisiting the Spam Folder – Using 419-Fiction for Interactive Storytelling -- The Importance of Storytelling on Online Activism for Creating Change -- The Possibilities of Implementing Productive Interactivity in Emergent Narratives -- Towards Mapping the Evolving Space of Interactive Digital Narrative. |
Record Nr. | UNINA-9910483406503321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Persuasive gaming in context / / edited by Teresa de la Hera, Jeroen Jansz, Joost Raessens, Ben Schouten |
Pubbl/distr/stampa | Amsterdam : , : Amsterdam University Press, , [2021] |
Descrizione fisica | 1 online resource (264 pages) |
Collana | Games and Play |
Soggetto topico |
Videojocs - Aspectes psicològics
Persuasió (Psicologia) |
Soggetto non controllato | Game, play, persuasion, game design, serious games |
ISBN |
9789048543939
90-485-4393-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Frontmatter -- Table of Contents -- 1. Persuasive Gaming: From Theory-Based Design to Validation and Back . An Introduction -- Part I. The Study of Persuasion Through Digital Games -- Introduction to Part I -- 2. Persuasive Games, A Decade Later -- 3. Playing an Automated World -- 4. Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes -- 5. Creating Stealth Game Interventions for Attitude and Behavior Change : An 'Embedded Design' Model -- Part II. Designing Persuasive Games -- Introduction to Part II -- 6. A Breathtaking Journey . Appealing to Empathy in a Persuasive Mixed- Reality Game -- 7. Macro, Micro, and Meta-Persuasive Play to Change Society -- 8. VilDu?! A Game for Sexually Abused Children : How Openness Facilitated a Clear Design Direction -- 9. Designing for Persuasion through Embodied Experiences in Virtual Reality -- Part III. Assessing the Effectiveness of Persuasive Games -- Introduction to Part III -- 10. The Present of Persuasion : Escalating Research into Persuasive Game Effects -- 11. Designing for Transfer -- 12. Striving 'Against All Odds' to Reduce Prejudice toward Immigrants and Refugees -- 13. Mitigating Bias and Improving Professional Decision-Making through Persuasive Training Games -- Index |
Record Nr. | UNISA-996419449903316 |
Amsterdam : , : Amsterdam University Press, , [2021] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
Persuasive gaming in context / / edited by Teresa de la Hera, Jeroen Jansz, Joost Raessens, Ben Schouten |
Pubbl/distr/stampa | Amsterdam : , : Amsterdam University Press, , [2021] |
Descrizione fisica | 1 online resource (264 pages) |
Collana | Games and Play |
Soggetto topico |
Videojocs - Aspectes psicològics
Persuasió (Psicologia) |
Soggetto non controllato | Game, play, persuasion, game design, serious games |
ISBN |
9789048543939
90-485-4393-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Frontmatter -- Table of Contents -- 1. Persuasive Gaming: From Theory-Based Design to Validation and Back . An Introduction -- Part I. The Study of Persuasion Through Digital Games -- Introduction to Part I -- 2. Persuasive Games, A Decade Later -- 3. Playing an Automated World -- 4. Looking Beyond Persuasion Through Rule-Based Representations in Digital Games: Designing Games to Shape, Reinforce, or Change Attitudes -- 5. Creating Stealth Game Interventions for Attitude and Behavior Change : An 'Embedded Design' Model -- Part II. Designing Persuasive Games -- Introduction to Part II -- 6. A Breathtaking Journey . Appealing to Empathy in a Persuasive Mixed- Reality Game -- 7. Macro, Micro, and Meta-Persuasive Play to Change Society -- 8. VilDu?! A Game for Sexually Abused Children : How Openness Facilitated a Clear Design Direction -- 9. Designing for Persuasion through Embodied Experiences in Virtual Reality -- Part III. Assessing the Effectiveness of Persuasive Games -- Introduction to Part III -- 10. The Present of Persuasion : Escalating Research into Persuasive Game Effects -- 11. Designing for Transfer -- 12. Striving 'Against All Odds' to Reduce Prejudice toward Immigrants and Refugees -- 13. Mitigating Bias and Improving Professional Decision-Making through Persuasive Training Games -- Index |
Record Nr. | UNINA-9910445548003321 |
Amsterdam : , : Amsterdam University Press, , [2021] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|