Participating in a Story: a Cognitive Perspective

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Participating in a Story: a Cognitive Perspective Participating in a Story Participating in a Story EXPLORING AUDIENCE COGNITION PIERRE GANDER Lund University Cognitive Studies 119 Copyright © Pierre Gander 2005. All rights reserved. For further information, corrections, and updates, see the author’s web page at http://www.pierregander.com Cover: Detail from Henna by Afsaneh Monemi. Photograph by Afsaneh Monemi. Printed in Sweden by Arkitektkopia, Göteborg 2005. ISBN 91-628-6417-3 ISSN 1101-8453 ISRN LUHFDA/HFKO-1015-SE Lund University Cognitive Studies 119 To everyone who participates in my story CONTENTS Acknowledgements ix CHAPTER 1 Introduction 1 • PART I: THEORETICAL FRAMEWORK CHAPTER 2 Stories 21 CHAPTER 3 Fiction 33 CHAPTER 4 Participatory stories 47 • PART II: EMPIRICAL STUDIES CHAPTER 5 A method for generating data for exploring off-line cognition 93 CHAPTER 6 Long-term memory representations of spatiality 135 CHAPTER 7 Exploring memory qualities using the reality monitoring framework 173 CHAPTER 8 Perspective on actions and events 199 • CHAPTER 9 Conclusions and future research 241 References 255 Appendix 265 ACKNOWLEDGEMENTS :HVWRI+RXVH <RXDUHLQDQRSHQILHOGZHVWRIDELJZKLWH KRXVHZLWKDERDUGHGIURQWGRRU 7KHUHLVDVPDOOPDLOER[KHUH !2SHQPDLOER[ 2SHQLQJWKHPDLOER[UHYHDOVDGLVVHUWDWLRQ !5HDGGLVVHUWDWLRQ ACKNOWLEDGEMENTS During the years of working with this book, which is also my doc- toral dissertation, my ideas and skills have formed in the meeting with numerous people, some of whom I may not even remember, at university departments, conferences, and elsewhere. Academi- cally I have spent time at the Department of Computer Science, University of Skövde, at the Department of Cognitive Science (LUCS), Lund University, at the Department of Linguistics and the SSKKII Center for Cognitive Science, both at Göteborg University. It is the people at these places who have shaped me the most. I also had the pleasure of attending a couple of highly interesting summer schools arranged by the Graduate School in Language and Commu- nication, University of Southern Denmark, where Johannes Wag- ner played a leading organising role. More directly related to the work with the dissertation, I wish to thank my supervisor Peter Gärdenfors for giving me freedom and for being so supportive and my auxiliary supervisor Sverker Sik- ström for being so critical. I am grateful to Anki Månsson, Kenneth Wilhelmsson, Hans Vappula, Christer Lörnemark, Håkan Edqvist, and Johanna Nord for help with transcriptions and codings. I ac- knowledge the Department of Linguistics at Göteborg University for letting me use their facilities. Jim Lodge assisted me with video technology. I am thankful to the participants in my study for their cheerful cooperation in the sometimes lengthy sessions. For provid- ing valuable comments and proofreading parts of my dissertation ix x Participating in a story draft, I would like to thank Mikael Jensen, Susanna Radovic, Leo- nard Ngaosuvan, Johan Språng, Ingvar Lind, Kenneth Wilhelmsson, Sylvie Porhiel, Dominique Klingler, Anna Vallin, and Alan Crozier (any remaining errors are of course entirely my own). Ingvar Lind also assisted during the data collection and helped with the front page graphics. I am grateful to Afsaneh Monemi for the front page art and photograph. A special thank you to Nataliya Berbyuk, with- out whose moral support this dissertation might never have been completed—‘It’s finished!’ 1 CHAPTER 1 Introduction UMAN COGNITION—the processes by which we acquire and H use knowledge—enables us not only to act appropriately in the world, but also opens up doors to imaginary worlds. We can think about possible ways to solve a problem. We are captured by the fate of a character in a fictional story which is told to us. We can pretend that things in the world are other than what they actually are, and we can pretend to do things other than what we actually do. This book explores parts of the imaginative powers of the hu- man mind, namely the cognition of taking part in a fictional story. The ability to conceive of perception and action as relating to some- thing other than the immediate ‘real world’ is a general human cog- nitive ability. As shown by studies of children’s pretence play, the ability spontaneously develops early in childhood. However, this phenomenon is not restricted to children; it is present also in adults, which is the study population in this book. Traditionally, stories,1 such as fairytales, printed books and cin- ema, do not let the audience influence the sequence of events in the story. The interpretation of these stories can vary among people and after multiple readings, and they can create a sense of involve- ment, but the audience is not a true participant. In contrast, in new media, such as computer games and other interactive multimedia (and also in non-computerised situations such as the older tradition of role-playing, and in children’s pretence), the audience can be- come participants in the story. In this book, these stories are called 1 The term ‘story’ is used as a synonym to the term ‘narrative’ in this book. For a discussion, see Chapter 2. 1 2 Participating in a story participatory stories.2 Participatory stories allow the audience to influence which events take place in the story. A challenge for liter- ary studies, film studies, narratology, media theory, computer game theory, and other similar fields which deal with the concept of story, is then to account for the differences between non- participatory stories and participatory stories. The argument in this book is that no such viable theory exists. The main goal of this book is to argue that cognition is the best place in which to look for differences between participatory stories and non-participatory stories. The contribution can be divided into two parts. First, the book provides a theoretical framework for par- ticipatory stories. A cognitive perspective on stories and fiction is adopted. It is concluded that earlier work fails at successfully captur- ing the distinction between non-participatory and participatory stories. In order to uphold this distinction, it is argued, a definition of participatory stories must refer to cognition. The second type of contribution is findings from empirical investigations of cognition in actual participatory story situations, connecting the theoretical framework to authentic situations where people are involved in a computerised participatory story. Although the book deals specifically with cognition in connection to new technology, its framework is broader. It is the general cognitive ability of imagina- tion (with its philosophical issues) that forms the basis for the book; more specifically, having beliefs about fictional entities and acting according to these beliefs. In the book, the theoretical framework and the empirical studies are constructed with a firm belief in inter- disciplinarity. Research is drawn together from cognitive psychol- ogy, linguistics, developmental psychology, reading studies, literary studies, film studies, artificial intelligence, among others. In this chapter, the purpose, the object of study, the scientific framework, the delimitations, and the contributions of the book 2 The term ‘participatory stories’ is introduced in this book and is further discussed and justified in Chapter 4, where also a definition of the concept of participatory stories is given. The meaning of the term ‘participatory’ is similar to the meaning of the term ‘interactive’. The phenomena go under other names in earlier research, such as interactive stories, interactive narrative, and digital narrative. Introduction 3 will be discussed. But first, the concept of participatory stories will be clarified through an example of an actual participatory story. 1.1 PARTICIPATORY STORIES The very idea of stories is changing. Conceptions of stories, thou- sands of years old, originating with Aristotle (350 BC/1999), are being challenged by the technology of the late twentieth century. A story may no longer need a fixed beginning, middle, and end, as were some of Aristotle’s defining features. Neither did he mention the possibility that the audience may influence the sequence of events in the story (in this book called participation), which is pos- sible with computer technology. An example is computer games in which the user takes the role of a character in an unfolding story, influenced by what actions are taken (however, not all computer games are considered participatory stories; only those framed in a story context—see Chapter 4). But story participation is not uniquely a new thing and is not associated only with computers. Since the 1970s, people have been engaged in role-playing games (e.g., Dungeons and Dragons, and others) where a story emerges as a result of the participants’ actions. More loosely structured role- playing has been exercised throughout history, and children’s pre- tence play is surely as old as mankind itself. These forms of partici- patory stories are all expressions of a feature of the human mind: the ability to have pretence beliefs and act according to those be- liefs, without confusing them with actual beliefs about the world. Chapter 4 is devoted to a discussion and definition of participa- tory stories. Let us here just briefly consider an example of a par- ticipatory story. The example is a participatory story called An- chorhead, which is a type of computer game called interactive fiction (see, e.g., Costanzo, 1986; Aarseth, 1997; Murray, 1997; Wil- helmsson, 2001) (a full classification of participatory stories is pre- sented in Chapter 4). This participatory story was used as stimuli in the empirical studies in Chapters 6–8. Anchorhead has a simulated world containing places, objects, and characters. Interaction with 4 Participating in a story Anchorhead is purely textual. The computer presents the current situation in text on the screen and the human user—the player— types commands to the system in near-natural language. The com- mands are carried out by the player character in the story world, such as moving around, picking up and manipulating objects, and interacting with other characters in the story.
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