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Interactive Storytelling

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Cover of 'Interactive Storytelling'

Table of Contents

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    Book Overview
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    Chapter 1 Research into Interactive Digital Narrative: A Kaleidoscopic View
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    Chapter 2 Science Considered Helpful
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    Chapter 3 Thoughts on a Discipline for the Study of Interactive Digital Narratives
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    Chapter 4 A Villain’s Guide to Social Media and Interactive Digital Storytelling
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    Chapter 5 Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
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    Chapter 6 Comparing Player Responses to Choice-Based Interactive Narratives Using Facial Expression Analysis
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    Chapter 7 Ludonarrative Hermeneutics: A Way Out and the Narrative Paradox
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    Chapter 8 The Myth of ‘Universal’ Narrative Models
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    Chapter 9 Predictability and Plausibility in Interactive Narrative Constructs: A Case for an ERP Study
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    Chapter 10 Meta-communication Between Designers and Players of Interactive Digital Narratives
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    Chapter 11 A Framework for Creative Teams of Non-fiction Interactive Digital Narratives
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    Chapter 12 A Multidimensional Classification of Choice Presentation in Interactive Narrative
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    Chapter 13 Narrative Consistency across Replays of Pro-social Interactive Digital Narratives
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    Chapter 14 Sketching a Map of the Storylets Design Space
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    Chapter 15 Creating and Sharing Interactive Narrative Design Knowledge – A Multipronged Approach
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    Chapter 16 Exploring Bloom’s Taxonomy as a Basis for Interactive Storytelling
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    Chapter 17 A Tool for Interactive Visualization of Narrative Acts
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    Chapter 18 A Research on Storytelling of Interactive Documentary: Towards a New Storytelling Theory Model
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    Chapter 19 Agency and Authorship in Ludic Narrative Environments
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    Chapter 20 Playing with Vision: Sight and Seeing as Narrative and Game Mechanics in Survival Horror
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    Chapter 21 “The Link Out”
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    Chapter 22 Narrative-Led Interaction Techniques
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    Chapter 23 Perceived Agency as Meaningful Expression of Playable Character Personality Traits in Storygames
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    Chapter 24 Filling in the Gaps: “Shell” Playable Characters
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    Chapter 25 A Model for Describing Alternate Reality Games
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    Chapter 26 Frammenti: The ARG About Erasing Memories, That Was Forgotten
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    Chapter 27 Structuring Digital Game Stories
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    Chapter 28 Player Identity and Avatars in Meta-narrative Video Games: A Reading of Hotline Miami
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    Chapter 29 Throwing Bottles at God: Predictive Text as a Game Mechanic in an AI-Based Narrative Game
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    Chapter 30 The Story Pile - Representing Story in the Board Game Mind Shadows
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    Chapter 31 Margaret’s
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    Chapter 32 Narrative Game Mechanics and Interactive Fiction
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    Chapter 33 Measuring User Experience on Interactive Fiction in Cinematic Virtual Reality
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    Chapter 34 Director’s Cut - Analysis of Aspects of Interactive Storytelling for VR Films
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    Chapter 35 Spatial Storytelling: Finding Interdisciplinary Immersion
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    Chapter 36 Cue Control: Interactive Sound Spatialization for 360 $$^\circ $$ Videos
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    Chapter 37 Social Viewing in Cinematic Virtual Reality: Challenges and Opportunities
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    Chapter 38 Making New Narrative Structures with Actor’s Eye-Contact in Cinematic Virtual Reality (CVR)
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    Chapter 39 Jonathan Swift: Augmented Reality Application for Trinity Library’s Long Room
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    Chapter 40 Leaving the Small Screen: Telling News Stories in a VR Simulation of an AR News Service
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    Chapter 41 Sleep Tight Johnny Idaho A Multicultural Exploration into Virtual Reality
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    Chapter 42 Faoladh: A Case Study in Cinematic VR Storytelling and Production
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    Chapter 43 Cinematic VR as a Reflexive Tool for Critical Empathy
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    Chapter 44 Partners: Human and Nonhuman Performers and Interactive Narrative in Postdigital Theater
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    Chapter 45 ‘What Country, Friends, Is This?’ Using Immersive Theatre Practice to Inform the Design of Audience Experience in Estate 360°
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    Chapter 46 From Literary Novel to Radio Drama to VR Project
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    Chapter 47 fanSHEN’s Looking for Love : A Case Study in How Theatrical and Performative Practices Inform Interactive Digital Narratives
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    Chapter 48 Vox Populi
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    Chapter 49 Automatic Detection of Conflicts in Complex Narrative Structures
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    Chapter 50 Narrative Improvisation: Simulating Game Master Choices
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    Chapter 51 Communicating Assertiveness in Robotic Storytellers
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    Chapter 52 Automatic Plot Generation Framework for Scenario Creation
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    Chapter 53 Towards Generating Stylistic Dialogues for Narratives Using Data-Driven Approaches
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    Chapter 54 Expressive Range Analysis of a Possible Worlds Driven Emergent Narrative System
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    Chapter 55 Playing Story Creation Games with Logical Abduction
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    Chapter 56 Apply Storytelling Techniques for Describing Time-Series Data
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    Chapter 57 Would You Follow the Suggestions of a Storyteller Robot?
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    Chapter 58 A Character Focused Iterative Simulation Approach to Computational Storytelling
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    Chapter 59 Contemporary Issues in Interactive Storytelling Authoring Systems
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    Chapter 60 How Do Writing Tools Shape Interactive Stories?
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    Chapter 61 A Framework for Classifying and Describing Authoring Tools for Interactive Digital Narrative
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    Chapter 62 StoryMINE: A System for Multiplayer Interactive Narrative Experiences
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    Chapter 63 Authoring for Interactive Storytelling
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    Chapter 64 Creating Interactive Adaptive Real Time Story Worlds
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    Chapter 65 Card-Based Methods in Interactive Narrative Prototyping
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    Chapter 66 Novella: An Authoring Tool for Interactive Storytelling in Games
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    Chapter 67 Spatial Participation Gap: Towards a Conceptual Perspective on Locative Storytelling Creation
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    Chapter 68 Toward an Ethics of Interactive Storytelling at Dark Tourism Sites in Virtual Reality
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    Chapter 69 Interactive Digital Narratives (IDN) for Change
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    Chapter 70 Applying Interactive Storytelling in Cultural Heritage: Opportunities, Challenges and Lessons Learned
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    Chapter 71 From Co-Curation to Co-Creation: Users as Collective Authors of Archive-Based Cultural Heritage Narratives
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    Chapter 72 Interactive Digital Storytelling and Self-expression in the Context of Young Male Migrants
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    Chapter 73 A Top-Down Narrative Design Approach for Networked Cultural Institutions
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    Chapter 74 Digital Storytelling and Phrasal Verbs in L2 Acquisition: Teaching Phraseology Through Technology
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    Chapter 75 Designing Learning Experiences for Interactive Digital Narrative Literacy: A New Paradigm
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    Chapter 76 Co-constructing Cultural Heritage Through a Web-Based Interactive Digital Narrative
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    Chapter 77 Leveraging on Transmedia Entertainment Education to Augment Tourists’ Awareness Towards Social Issues
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    Chapter 78 Folklore and Digital Media: Unpacking the Meaning of Place Through Digital Storytelling
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    Chapter 79 Interactive Comic-Based Digital Storytelling for Self-expression
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    Chapter 80 Creating a Virtual Support Group in an Interactive Narrative: A Companionship Game for Cancer Patients
Attention for Chapter 4: A Villain’s Guide to Social Media and Interactive Digital Storytelling
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Chapter title
A Villain’s Guide to Social Media and Interactive Digital Storytelling
Chapter number 4
Book title
Interactive Storytelling
Published by
Springer, Cham, December 2018
DOI 10.1007/978-3-030-04028-4_4
Book ISBNs
978-3-03-004027-7, 978-3-03-004028-4
Authors

Mark Bernstein, Clare Hooper

Twitter Demographics

The data shown below were collected from the profiles of 4 tweeters who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 4 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 4 100%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 3 75%
Unknown 1 25%
Readers by discipline Count As %
Arts and Humanities 1 25%
Computer Science 1 25%
Unknown 2 50%