Emotional Response to Stories in Interactive Narrative

2021 ◽  
Author(s):  
◽  
Iuliia Khrypko

<p>The audience enjoys stories more if they present suspense. This is true for both non-interactive and interactive narratives. However, in interactive stories, for example in the context of a video game, suspense perception can be influenced by two factors: the audience’s choice and repeated exposition to the same story episode presenting suspense. Currently, there has been little research done on the audience’s emotional response to interactive narrative and the purpose of this thesis is to contribute to this area. The dissertation addresses nine research questions: (1) “How does a level of suspense change with repeated encounters?” (2) “How do choices offered to the audience influence their suspense perception?” (3) “Is the level of suspense reported from a distant observer perspective comparable to the degree of suspense experienced by the audience member immersed in the story and considering himself as a story character?" (4) Does a degree of suspense depend on the perspective from which the story is perceived (story character or external observer)? 5) “Does more suspense necessarily lead to the greater story enjoyment in interactive narratives?” (6) “How can one keep suspense high with repeated encounters in the interactive narratives?” (7) “Does greater uncertainty about the story outcome result in the greater degree of suspense?" (8) “Do male and female members of the audience perceive suspense differently in interactive stories?” (9) “Do the age and gaming experience of audience correlate with the degree of suspense they experience in interactive narratives?”   In order to answer these questions, the dissertation employed two approaches – theoretical analysis and empirical study. The theoretical part of the thesis addressed the questions of the role of suspense in interactive narrative, the process of the audience’s involvement in the interactive narrative and its possible impact on suspense perception, as well as how the degree of suspense perceived in the story can be influenced by the interactive mode of the story through manipulating the choice.   For the empirical research, quantitative methodology has been employed and one hundred and forty two participants took part in three experiments where they were asked to read and re-read non-interactive and interactive versions of a story created on the base of James Bond novels. The core data was collected from self-reports and surveys that the participants were asked to complete during and after experiments. Additional data came from the participants’ comments on their experience during the experiments.  This thesis makes two main contributions to the study of interactive narrative and narrative-based video games. First, it empirically proves that choice does not reduce the level of perceived suspense in the interactive story as it has been argued by some scholars (i.e. Frome & Smuts, 2004). . Second, the results of the research suggest that by manipulating the choice offered to the audience it is possible to keep the level of suspense higher with repeated encounters. In addition, some other findings obtained from the experiments present factors that may influence suspense perception in interactive narrative such as the gender of the audience members, their gaming experience, and level of immersion in the story.</p>

2021 ◽  
Author(s):  
◽  
Iuliia Khrypko

<p>The audience enjoys stories more if they present suspense. This is true for both non-interactive and interactive narratives. However, in interactive stories, for example in the context of a video game, suspense perception can be influenced by two factors: the audience’s choice and repeated exposition to the same story episode presenting suspense. Currently, there has been little research done on the audience’s emotional response to interactive narrative and the purpose of this thesis is to contribute to this area. The dissertation addresses nine research questions: (1) “How does a level of suspense change with repeated encounters?” (2) “How do choices offered to the audience influence their suspense perception?” (3) “Is the level of suspense reported from a distant observer perspective comparable to the degree of suspense experienced by the audience member immersed in the story and considering himself as a story character?" (4) Does a degree of suspense depend on the perspective from which the story is perceived (story character or external observer)? 5) “Does more suspense necessarily lead to the greater story enjoyment in interactive narratives?” (6) “How can one keep suspense high with repeated encounters in the interactive narratives?” (7) “Does greater uncertainty about the story outcome result in the greater degree of suspense?" (8) “Do male and female members of the audience perceive suspense differently in interactive stories?” (9) “Do the age and gaming experience of audience correlate with the degree of suspense they experience in interactive narratives?”   In order to answer these questions, the dissertation employed two approaches – theoretical analysis and empirical study. The theoretical part of the thesis addressed the questions of the role of suspense in interactive narrative, the process of the audience’s involvement in the interactive narrative and its possible impact on suspense perception, as well as how the degree of suspense perceived in the story can be influenced by the interactive mode of the story through manipulating the choice.   For the empirical research, quantitative methodology has been employed and one hundred and forty two participants took part in three experiments where they were asked to read and re-read non-interactive and interactive versions of a story created on the base of James Bond novels. The core data was collected from self-reports and surveys that the participants were asked to complete during and after experiments. Additional data came from the participants’ comments on their experience during the experiments.  This thesis makes two main contributions to the study of interactive narrative and narrative-based video games. First, it empirically proves that choice does not reduce the level of perceived suspense in the interactive story as it has been argued by some scholars (i.e. Frome & Smuts, 2004). . Second, the results of the research suggest that by manipulating the choice offered to the audience it is possible to keep the level of suspense higher with repeated encounters. In addition, some other findings obtained from the experiments present factors that may influence suspense perception in interactive narrative such as the gender of the audience members, their gaming experience, and level of immersion in the story.</p>


Emotion ◽  
2008 ◽  
Vol 8 (1) ◽  
pp. 114-120 ◽  
Author(s):  
Niklas Ravaja ◽  
Marko Turpeinen ◽  
Timo Saari ◽  
Sampsa Puttonen ◽  
Liisa Keltikangas-Järvinen

Author(s):  
Jaroslav Švelch

In this chapter, the authors create a theoretical model to analyze the challenges inherent in the implementation of moral choices in single-player avatar-based video game. Based on previous research in moral psychology and game studies, the authors investigate the relationship between the player’s moral emotions and the events she causes to happen in the fictional world of a video game. The authors find that there are two factors that govern the identification with the moral content of the game’s fiction: the implementation of moral agency into the game, of which they identify two basic scenarios (fixed justice and accumulation of deeds), and the style of gameplay the player chooses to follow. The authors give numerous examples from interviews, on-line discussions and gaming press of instances when players feel moral emotions about im(moral) actions they have taken in a video game.


2014 ◽  
Vol 2014 ◽  
pp. 1-10 ◽  
Author(s):  
Mei Si ◽  
Stacy C. Marsella

Computer aided interactive narrative allows people to participate actively in a dynamically unfolding story, by playing a character or by exerting directorial control. Because of its potential for providing interesting stories as well as allowing user interaction, interactive narrative has been recognized as a promising tool for providing both education and entertainment. This paper discusses the challenges in creating interactive narratives for pedagogical applications and how the challenges can be addressed by using agent-based technologies. We argue that a rich model of characters and in particular a Theory of Mind capacity are needed. The character architect in the Thespian framework for interactive narrative is presented as an example of how decision-theoretic agents can be used for encoding Theory of Mind and for creating pedagogical interactive narratives.


2017 ◽  
Vol 8 (2) ◽  
pp. 40-55
Author(s):  
Daniel Paul O'Brien

This paper addresses the performance of bodies through a postphenomenological framework developed by Don Ihde. Through his theory, I will argue how performance is central to the stories of two recent interactive artworks: Dennis Del Favero's Scenario (2011) and Blast Theory's A Machine to See With (2010). Both artworks are distinct interactive narratives that utilize the human body in different ways. In each experience, it is essential for the user's body to perform with a technology in order to move the story through a sequence of events. In doing so the user as a performing body co-authors the story by interfacing with a technology in a specific way. My readings of the artworks are based on interviews that I have conducted with each of the artists. I pair these accounts with Ihdeian analysis to explain how different types of technologies and different uses of a technology break down into different human-technology relationships. I use these relationships to show how the story in each artwork is mobilized through the body of the participant as a postphenomenological performance.


2019 ◽  
Author(s):  
Hasbi Thaufik Oktodila ◽  
Dhita Hapsarani

The interactivity element in video games allows the process of delivering narration through words and actions taken by the game player. The diversity of game design in delivering stories leads to a debate between ludology (game-centered) and narratology (narrative-centered). Ludology perceives game as ‘sets of rules’ because game itself is a medium that is made up of rules. On the other hand, narratology views game in terms of the narrative resulted from the rules. Narratology tends to reduce the peculiarity of the medium because it does not take game rules into account, while ludology ignores the narrative elements. However, in recent times, games combine aspects of gameplay and narration to form an interactive narrative. One video game that uses such combination is Bioshock (2007). The interactivity elements in this game are not only for conveying the story, but also for allowing players’ participation to determine the resolution of the story through the player’s interaction with the character named Little Sister. Gameplay-wise, Little Sister acts as one of the main resources that helps players complete the game. Narrative-wise, Little Sister who is a chimera (a combination between animal and human) is a representation of technological advancement. Positioned as resource both in the gameplay and the narration, the game player’s treatment toward Little Sister implies ethical and moral consequences. For these reasons, this article implements textual analysis to discuss the characterization of Little Sisters displayed in the gameplay and the narration that leads to the ethical and morality issues lies in biotechnology.


2007 ◽  
Vol 8 (2) ◽  
pp. 209-240 ◽  
Author(s):  
Magy Seif El-Nasr

Interactive narratives have been used in a variety of applications, including video games, educational games, and training simulations. Maintaining engagement within such environments is an important problem, because it affects entertainment, motivation, and presence. Performance arts theorists have discussed and formalized many techniques that increase engagement and enhance dramatic content of art productions. While constructing a narrative manually, using these techniques, is acceptable for linear media, using this approach for interactive environments results in inflexible experiences due to the unpredictability of users’ actions. Few researchers attempted to develop adaptive interactive narrative experiences. However, developing a quality interactive experience is largely an art process, and many of these adaptive techniques do not encode artistic principles. This paper presents a new interactive narrative architecture designed using a set of dramatic techniques that have been formulated based on several years of training in film and theatre.


2012 ◽  
Vol 111 (1) ◽  
pp. 311-321 ◽  
Author(s):  
Richard Stephens ◽  
Claire Allsop

Swearing produces a pain lessening (hypoalgesic) effect for many people; an emotional response may be the underlying mechanism. In this paper, the role of manipulated state aggression on pain tolerance and pain perception is assessed. In a repeated-measures design, pain outcomes were assessed in participants asked to play for 10 minutes a first-person shooter video game vs a golf video game. Sex differences were explored. After playing the first-person shooter video game, aggressive cognitions, aggressive affect, heart rate, and cold pressor latency were increased, and pain perception was decreased. These data indicate that people become more pain tolerant with raised state aggression and support our theory that raised pain tolerance from swearing occurs via an emotional response.


Author(s):  
Hartmut Koenitz ◽  
Christian Roth ◽  
Teun Dubbelman

In recent years, games with a focus on narrative have been a growing area. However, so far, interactive narrative aspects have not been the focus of video game education (with the noted exception of a small number of programs in game writing), which indicates that many narrative designers are self-trained. The insular status means that many designers use private vocabulary and conceptualizations that are not directly transferable. This state of affairs is an obstacle to productive discourse and has negative consequences for the further development of the professional field. By starting an educational program, we aim to address this problem using the opportunity to also include perspectives outside of games. We report on the first iteration of a minor in interactive narrative design, and reflect on lessons learned, while considering future trajectories for this and similar programs.


Author(s):  
Ivan Mouraviev

In the 2012 video game Journey, music is an important component of the playing experience. This study adopts an interdisciplinary approach, drawing on narratology, semiology, and film-sound theory to examine the relationship between music, narrative, and emotion in Journey. After first discussing video games’ interactivity in general, philosopher Dominic Lopes’ theory of digital art is presented as a means of articulating the interactive aspects of Journey’s soundtrack. Theories set out by scholars Jochen Kleres and Michel Chion—which deal with the narrativity of emotions and audiovisual meaning, respectively—are then integrated to produce the “synchretic network”: a theoretical framework for analyzing the effect of the juxtaposition of music, moving images, and an emotional response that occurs when a viewer or player engages with audiovisual art. This is followed by an analysis of a personal experience of Journey using the synchretic network to understand how the game’s music performs narrative functions. Finally, this study reflects on the synchretic network and its potential to be broadly applicable, including in the study of other audiovisual media such as film.


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