Essential Elements of Narrative and Agency in Digital Interactive Narrative Games
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Us Shuts Down
WAR ON TERRORISM MOVIES LIFESTYLE Officials: US troops have Controversial Pandemic, the game, left bases in Helmand, ‘The Hunt’ has become all too Laghman provinces hits theaters real, says its creator Page 3 Page 11 Page 12 Commentary: What will fans talk about without sports? » Back page Volume 78, No. 235A ©SS 2020 CONTINGENCY EDITION SATURDAY, MARCH 14, 2020 stripes.com Free to Deployed Areas US carries out VIRUS OUTBREAK retaliatory raid on Iran-backed fighters in Iraq US SHUTS DOWN BY CHAD GARLAND Americans adjust to new life, hunker down amid pandemic AND COREY DICKSTEIN Stars and Stripes WASHINGTON — An Ameri- can air raid early Friday morn- ing on an Iranian-backed militia group in Iraq was precise, propor- tionate and defensive — designed to deter the group from launch- ing more rockets at American and anti-ISIS coalition forces, the top general for U.S. Central Com- mand said. U.S. fighter jets struck five weapons caches south of Bagh- dad held by the Kataeb Hezbollah militia at about 1 a.m. in retalia- tion for an attack blamed on the group that killed two Ameri- can troops and a British service member Wednesday, Marine Gen. Kenneth McKenzie said. He also blamed the militia for at least a dozen rocket attacks during the last six months, at least two of which killed Americans. “We believe this is going to have an effect on deterring future strikes of this nature,” McKenzie told reporters Friday at the Penta- gon. “We’ve seen in the past what happens if you don’t respond [to attacks.] Now people know that we are not going to tolerate these direct attacks on American or co- alition service members, and we are willing and able to respond.” McKenzie stopped short of im- plicating Iran in ordering the at- tack, which came on what would have been the 63rd birthday of BY MICHELLE R. -
Timing Interactive Narratives
Timing Interactive Narratives Thomas Cabioch Ronan Champagnat Anne-Gwenn Bosser Jean-Noel¨ Chiganne Martin Dieguez ENIB – Lab-STICC L3i ENIB – Lab-STICC Incarna ENIB – Lab-STICC Brest, France La Rochelle universite´ Brest, France Paris, France Brest, France [email protected] La Rochelle, France [email protected] [email protected] [email protected] [email protected] Abstract—Research in Computational Narratives has evi- put an emphasis on the underlying structures of narratives. denced the need to provide formal models of narratives inte- The conceptual distinction between the raw material of the grating action representation together with temporal and causal narrative (characters, objects, narrative actions, . ) and the constraints. Adopting an adequate formalization for narrative actions is critical to the development of generative or interactive order and manner in which it is conveyed to the audience systems capable of telling stories whilst ensuring narrative coher- has helped frame a number of approaches in Computational ence, or dynamic adaptation to user interaction. It may also allow Narratives. In this paper, we consider the former, the story (the to verify properties of narratives at design time. In this paper, latter being commonly designated as discourse in IS), follow- we discuss the issues of interactive story design, verification, and ing terminology borrowed from narratologists like Genette [7] piloting for a specific genre of industrial application, in the field of interactive entertainment: in the games we consider, teams of or Chatman [8]. Another important take away from narrative participants in a Virtual Reality application are guided in real theories for research in IS has been the centrality of narrative time through a narrative experience by a human storyteller. -
Document.Docx
“Serial Fiction Podcasting and Participatory Culture” - Robert Yeates | 1 Serial Fiction Podcasting and Participatory Culture: Fan Influence and Representation in The Adventure Zone Technology journalist Frank Rose, in his book The Art of Immersion (2012/2011), argues that we are entering a third age of the Internet. The first of these began with the introduction of the World Wide Web in 1991, which ‘made the Net accessible to ordinary people’. The second was marked by a ‘cornucopia of participation (blogs, wikis, social media) known as Web 2.0’ (Rose, 2012/2011: 7). The third, into which we are now transitioning, is an artistic era: ‘The future beckons, but we’re only partway through inventing it. We can see the outlines of a new art form, but its grammar is as tenuous and elusive as the grammar of cinema a century ago’ (8). As the uses and affordances of new media become better understood and experimental online formats find their footing, this artistic era is beginning to be evidenced in forms of storytelling which take advantage of the contemporary technologies at hand. One example of this is podcast fiction, a format which draws heavily upon established media, radio fiction programming in particular, but which utilizes the unique capabilities associated with the digital file format and online distribution and consumption. Podcasts such as Welcome to Night Vale (2012-present), The Truth (2012- present), and The Message (2015) have acquired large audiences, and certain programs have achieved syndication with media giants American Public Media and National Public Radio. Despite the recent surge in the popularity of podcasts, little scholarly attention has been placed on the format, except to discuss it as merely a continuation of radio programming or a part of a transmedia landscape for texts which are centred in more established media such as television and film. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world. -
The Parthenon, October 20, 2017
Marshall University Marshall Digital Scholar The aP rthenon University Archives 10-20-2017 The aP rthenon, October 20, 2017 Jared Casto [email protected] Follow this and additional works at: http://mds.marshall.edu/parthenon Recommended Citation Casto, Jared, "The aP rthenon, October 20, 2017" (2017). The Parthenon. 692. http://mds.marshall.edu/parthenon/692 This Newspaper is brought to you for free and open access by the University Archives at Marshall Digital Scholar. It has been accepted for inclusion in The aP rthenon by an authorized administrator of Marshall Digital Scholar. For more information, please contact [email protected], [email protected]. OPINION, 2 SPORTS, 3 NEWS, 4 LIFE, 6 • Editorial: #Metoo isn’t just • Marshall football heads to • Cyber Security month • Jacob’s journey with the a celebrity movement Murfreesboro • School of Pharmacy Fall house that love built • Let Me Be Frank Preview Day FRIDAY, OCTOBER 20, 2017 | VOL. 121 NO. 15 | MARSHALL UNIVERSITY’S STUDENT NEWSPAPER | marshallparthenon.com | SINGLE COPY FREE McElroy family podcasts to School of Pharmacy gala record at Keith-Albee to raise funds for By REBECCA TURNBULL UNIVERSITY COMMUNICATIONS Marshall University’s Society of Huntington City Yeager Scholars is inviting well- known Huntington natives of the McElroy family to give a live recording of two of their podcasts, “Shmanners” Mission and “Sawbones,” at 7 p.m. Thursday, Nov. 2, at the Keith-Albee Performing By CAROLINE KIMBRO Arts Center. THE PARTHENON The McElroys’ live podcasting will October is American Pharmacists serve as the 30th anniversary sym- Month and the Marshall University posium for the Yeager society. -
Towards a Crowdsourced Solution for the Authoring Bottleneck in Interactive Narratives
Heriot-Watt University Towards A Crowdsourced Solution For The Authoring Bottleneck In Interactive Narratives Michael Kriegel April 2015 Submitted for the degree of Doctor of Philosophy in Computer Science on completion of research in the Department of Mathematics, School of Mathematical and Computer Sciences. The copyright in this thesis is owned by the author. Any quotation from the thesis or use of any of the information contained in it must acknowledge this thesis as the source of the quotation or information. Abstract Interactive Storytelling research has produced a wealth of technologies that can be employed to create personalised narrative experiences, in which the audience takes a participating rather than observing role. But so far this technology has not led to the production of large scale playable interactive story experiences that realise the ambitions of the field. One main reason for this state of affairs is the difficulty of authoring interactive stories, a task that requires describing a huge amount of story building blocks in a machine friendly fashion. This is not only technically and conceptually more challenging than traditional narrative authoring but also a scalability problem. This thesis examines the authoring bottleneck through a case study and a literature survey and advocates a solution based on crowdsourcing. Prior work has already shown that combining a large number of example stories collected from crowd workers with a system that merges these contributions into a single interactive story can be an effective way to reduce the authorial burden. As a refinement of such an approach, this thesis introduces the novel concept of Crowd Task Adaptation. -
A Semantic Foundation for Mixed-Initiative Computational Storytelling
A Semantic Foundation for Mixed-Initiative Computational Storytelling B Ben Kybartas( ) and Rafael Bidarra Department of Intelligent Systems, Delft University of Technology, Delft, Netherlands {B.A.Kybartas,R.Bidarra}@tudelft.nl Abstract. In mixed-initiative computational storytelling, stories are authored using a given vocabulary that must be understood by both author and computer. In practice, this vocabulary is manually authored ad-hoc, and prone to errors and consistency problems. What is missing is a generic, rich semantic vocabulary that is reusable in different appli- cations and effectively supportive of advanced narrative reasoning and generation. We propose the integration of lexical semantics and com- monsense knowledge and we present GluNet, a flexible, open-source, and generic knowledge-base that seamlessly integrates a variety of lexi- cal databases and facilitates commonsense reasoning. Advantages of this approach are illustrated by means of two prototype applications, which make extensive use of the GluNet vocabulary to reason about and manipulate a coauthored narrative. GluNet aims to promote interoper- ability of narrative generation systems and sharing corpus data between fields of computational narrative. Keywords: Computational storytelling · Natural language · Semantics 1 Introduction Mixed-initiative computational storytelling, in which the author and computer create a narrative by collaboratively building a story, requires a rich and detailed representation of narrative. This is often done by creating a model of narrative, and then providing the author a ‘vocabulary’, a set of building blocks that can be used to tell pieces of a story and of which the semantics are known to the computer. The ‘words’ in the vocabulary may take the form of text, images, or even actions, depending upon the application. -
A Heuristic Approach for Narrative- Driven Games
nr ik v H e d a ap a l sk M a EFFECTS OF INTERACTIVITY ON NARRATIVE-DRIVEN GAMES: A Heuristic Approach For Narrative- Driven Games Master Degree Project in Informatics One year Level 22,5 ECTS Spring term 2021 Sara Nil Acarsoy Supervisor: Mikael Johannesson Examiner: Per Backlund 1 Abstract In narrative-driven games, the story is an essential part of the gameplay, and understanding the story is of great importance. Given that what separates this genre from other storytelling media is interactivity, this thesis focuses on the elements in narrative-driven video games that effects the players' perception of narrative through interactivity. Using players' likes and dislikes from their previous experiences in narrative-driven games, this thesis aims to develop a heuristic approach for interactive narrative elements that offer the narrative through players' input to the game's system and create an effective gameplay experience that delivers the story to the players. Keywords: Video game narrative, storytelling, interactivity, narrative-driven games, storygames 2 Table of Contents 1. Introduction .................................................................................................................1 1.1 Purpose .............................................................................................................3 1.1.1 Previous Research ......................................................................................5 1.2 Overview and Structure ...................................................................................9 -
Interactive Narrative: an Intelligent Systems Approach
This is a preprint version of an article to appear in AI Magazine (in press). Interactive Narrative: An Intelligent Systems Approach Mark O. Riedl1 and Vadim Bulitko2 1School of Interactive Computing, Georgia Institute of Technology 2Department of Computing Science, University of Alberta Abstract Interactive narrative is a form of digital interactive experience in which users create or influence a dramatic storyline through their actions. The goal of an interactive narrative system is to immerse the user in a virtual world such that he or she believes that they are an integral part of an unfolding story and that their actions can significantly alter the direction and/or outcome of the story. In this article we review the ways in which artificial intelligence can be brought to bear on the creation of interactive narrative systems. We lay out the landscape of about 20 years of interactive narrative research and explore the successes as well as open research questions pertaining to the novel use of computational narrative intelligence in the pursuit of entertainment, education, and training. 1 Introduction Storytelling, in oral, visual, or written forms, plays a central role in various types of media, including novels, movies, television, and theatre. The prevalence of storytelling in human culture may be explained by the use of narrative as a cognitive tool for situated understanding [3]. This narrative intelligence| ability to organize experience into narrative form|is central to the cognitive processes employed across a range of experiences, from entertainment to active learning. It follows that computational systems possessing narrative intelligence may be able to interact with human users naturally because they under- stand collaborative contexts as emerging narrative and are able to express themselves by telling stories. -
December 2018 History Marketing Experience Criticism Psychology Social Aspects Future Editorial Journal Board Orientation
Acta Ludologica Faculty of Mass Media Communication Vol. 1, No.2Vol. Theory Education Design Development Research December 2018 History Marketing Experience Criticism Psychology Social Aspects Future Editorial Journal Board Orientation Editor-In-Chief Acta Ludologica is a scientific journal in the field of digital Zdenko Mago games. The journal contains professional scientific reflec- tions on digital games; it also offers academic discourses on games, especially media and digital competencies, cre- Deputy Managing Editors ation, design, marketing, research, development, psycho- Zuzana Bučková Martin Solík logy, sociology, history and the future of digital games and game studies. Indexing Process and Technical Editor Zuzana Bučková Acta Ludologica is a double-blind peer reviewed jour- nal published twice a year. It focuses on theoretical stud- ies, theoretical and empirical studies, research results and Technical Editors their implementation into practice, as well as professional Nikola Kaňuková Miroslav Kapec publication reviews. English Editor Michael Valek Distribution Lenka Ďurišová Online Content Manager Johny Domanský Acta Ludologica Vol. 1, No. 2, December 2018 Advisory Board Masayuki Uemura Peter A. Bruck Publisher Malgorzata Luszczak Faculty of Mass Media Communication Juraj Malíček University of SS. Cyril and Methodius in Trnava Jaroslav Světlík Námestie Jozefa Herdu 2 917 01 Trnava Editorial Team SLOVAK REPUBLIC Anna Hurajová Michal Kabát IČO: 360 789 13 Monika Porubanová Price: 1,99 € Hana Pravdová Published twice a year. Illustrations Filip Streďanský ISSN 2585-8599 e-ISSN 2585-9218 Graphic Production Coordinator & Cover EV 5620/18 Martin Klementis Martin Graca ACTA LUDOLOGICA Editorial Contents Slovakia on the Game Studies’ Map GAME Slovakia has never been very affable to grounds, originating from our region. -
Mbmbam 548: Jeans All the Way Down February 15, 2021 Listen Here on Themcelroy.Family
MBMBaM 548: Jeans All the Way Down February 15, 2021 Listen here on themcelroy.family Intro (Bob Ball): The McElroy brothers are not experts, and their advice should never be followed. Travis insists he’s a sexpert, but if there’s a degree on his wall, I haven’t seen it. Also, this show isn’t for kids, which I mention only so the babies out there will know how cool they are for listening. What’s up, you cool baby? [theme song plays, to the tune of Rugrats: Griffin: [singing] Here come the McElroys! We’ve got jokes and bits. We’re gonna give advice, and do funny skits. Laughter, it is in store. Come inside, and see. It’s time to start, it’s My Brother, My Brother and Me.] Justin: Hey, everybody, welcome to My Brother, My Brother and Me, an advice show for the modern era. I’m your oldest brother, Justin McElroy! Travis: I’m your middlest brother, old “Spotty Dog” Travis McElroy. Griffin: I’m your sweet baby brother, Griffin McElroy. It kind of fucked me up that you said “hey,” and not “hello,” which is... Justin: Yeah, I’ve never said “hey.” It felt casual. Griffin: I felt—it felt like we were on Twitch or something more casual than — Travis: Like a TGI Fridays. Justin: “Hey, guys.” Griffin: Yeah. “[softly] Hey, gu—hey, guys...” Travis: “Don’t forget to like and subscribe! Griffin: Yeah. Justin: Um... I’ve been working on some songs... Griffin: Oh! Justin: ...during quarantine, and I’ve finished one up just recently..