1,720,963 research outputs found
Interactions and analysis for multiplayer interaction framework
The full set of interactions and games selected, used to create a framework for understanding interactions in multiplayer games.</span
Interview Transcripts from "Honour Among Thieves" experiential analysis
Transcripts and tags from the interviews of participants of "honour among thieves".</span
Multiplayer interactive narrative experiences: understanding player interaction in authored non-linear narratives
Interactive Narrative (IN) is a type of storytelling in which the dramatic storyline is created and influenced through the players’ actions, within a system defined by a set of rules. Examples of this range from gamebooks to hypertext to modern narrative games. However, research has predominantly focused on the single player narrative experience. Limited research exists that explores multiplayer interactive narratives, and many of its interesting properties are overlooked. These include multiplayer differentiability (where each player as a distinct narrative experience to the others) and inter-player interaction, and the role it plays it shaping the multiplayer experience. This thesis explores the concept of multiplayer narrative experiences (MINEs), which are INs that feature interplayer agency and distinct narratives for each player. It begins to answer questions like: How can we create MINEs? What types of interaction can exist within multiplayer narrative? How do those interactions affect the multiplayer experience? To begin answering these questions, a classification of interactions in multiplayer video games was performed, resulting in a framework consisting of 9 characteristics that distinguish between different interactions in a medium-agnostic way. Following this, a model was designed based on sculptural hypertext that supports each of these these types of interaction. This model was then implemented by extending an existing system for storytelling using sculptural hypertext, StoryPlaces, to create StoryMINE. An experimental narrative as co-authored with two creative writers. Written for StoryMINE, it allows a player to experience a range of interaction types in a controlled manner. This narrative was then experienced by 22 participants split into 11 pairs, who were then interviewed about their experience. Inductive coding and thematic analysis of the interviews reveal 5 themes and 4 supporting factors, along with other ways in which the multiplayer element modified the experience. These results show that MINEs offer an experience distinct from that of single player IN and multiplayer games, and that MINEs possess several interesting attributes that deserve further study
Multiplayer games as a template for multiplayer narratives: a case study with Dark Souls
Interactive Digital Storytelling (IDS) is an increasingly popular field, with a number of novel systems emerging in the last few years. However, these systems have typically focused on narratives involving only a single person. In contrast, multiplayer video games are a common and popular form of entertainment. In this paper we ask whether the way in which these works might inspire a new generation of multi-player narratives. In particular we look at the multiplayer video game "Dark Souls" and consider the goals and inter-player interactions present within the game. We then reimagine what these might look like as multi-player narratives, and demonstrate how they might be realised with a sculptural hypertext approach. We conclude that even within a single game there are a number of rich possibilities demonstrated, from asynchronous indirect examples where the players enrich each others worlds and exchange information, to synchronous direct examples where players have direct influence over the choices of other players, and thus the outcomes of their stories
A framework for multi-participant narratives based on multiplayer game interactions
Multi-participant Interactive Narratives have the potential for novel types of story and experiences, but there is no framework to show what is possible, and therefore no description of what types of multi-participant narrative could exist. In this paper, we attempt to build such a framework by first considering the core characteristics of interactions in multiplayer games, and then considering how those might be used to define different types of multi-participant narrative. Our framework is based on a systematic analysis of 56 interactions across 17 multiplayer games, resulting in 9 distinguishing characteristics. We then validate this framework by applying it to 3 novel multiplayer games, showing that it successfully captures the player interactions, although some higher level design decisions are missed. Finally, we demonstrate that novel premises for multi-participant narratives can be constructed from these characteristics. Our work provides a foundation for considering the types of multi-participant narrative that are possible
Uncommon patterns - Authoring with story specific structures
. In interactive narrative research there has been a lot of interest in common structural patterns, both as a way of critically analysing work and as a scaffolding mechanism for authoring systems. But stories can contain uncommon patterns that are unique to that story. These may be just as challenging to manage, but are much harder to support in an authoring tool precisely because they are bespoke. In this paper we look at uncommon patterns in interactive story designs, and report on some initial work to support these using a Domain Specific Language (DSL) based on typescript. We show how this approach does allow for the easy construction of repeating complex structure, but also that the technical and expertise barrier for the use of such systems is high. We then consider how the main benefits of this approach may be made more widely accessible. Our work shows that support for Uncommon Patterns would be a useful addition to authoring systems (in both the writing, and editing/revision stages), but also that more work is necessary if they are to be become more widely accessibl
"Honour Between Thieves" - Multiplayer StoryMINE Narrative
"Honour Between Thieves" is an multiplayer interactive narrative designed to run on the StoryMINE platform. This data includes a copy of the story in JSON format, ready to be loaded into StoryMINE. It also includes the typescript files and authoring library used to express and generate the story.</span
StoryMINE: A System for Multiplayer Interactive Narrative Experiences
Multiplayer Interactive Narrative Experiences (MINEs) are interactive authored narratives in which multiple players experience distinct narratives (multiplayer differentiability) and their actions influence the storylines of both themselves and others (inter-player agency). Little research has been done to explore the possibilities of this type of narrative, and no complete model nor system exists. In this paper we introduce a model for MINEs based on sculptural hypertext and describe its implementation in a prototype system: StoryMINE. Then using a number of working narrative scenarios we demonstrate that the model and system supports a variety of inter-player interactions. It is our hope that this system provides a platform for the creation and reading of MINEs, and that this in turn creates opportunities for further research into this novel form of digital storytelling
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
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