{"product_id":"handbook-on-interactive-storytelling-isbn-9781119688136","title":"Handbook on Interactive Storytelling","description":"\u003cb\u003eHANDBOOK ON INTERACTIVE STORYTELLING\u003c\/b\u003e \u003cp\u003e\u003cb\u003eDiscover the latest research on crafting compelling narratives in interactive entertainment\u003c\/b\u003e \u003c\/p\u003e\u003cp\u003eElectronic games are no longer considered “mere fluff” alongside the “real” forms of entertainment, like film, music, and television. Instead, many games have evolved into an art form in their own right, including carefully constructed stories and engaging narratives enjoyed by millions of people around the world. \u003c\/p\u003e\u003cp\u003eIn \u003ci\u003eHandbook on Interactive Storytelling\u003c\/i\u003e, readers will find a comprehensive discussion of the latest research covering the creation of interactive narratives that allow users to experience a dramatically compelling story that responds directly to their actions and choices. \u003c\/p\u003e\u003cp\u003eSystematically organized, with extensive bibliographies and academic exercises included in each chapter, the book offers readers new perspectives on existing research and fresh avenues ripe for further study. In-depth case studies explore the challenges involved in crafting a narrative that comprises one of the main features of the gaming experience, regardless of the technical aspects of a game’s production. \u003c\/p\u003e\u003cp\u003eReaders will also enjoy: \u003c\/p\u003e\u003cul\u003e\n\u003cli\u003eA thorough introduction to interactive storytelling, including discussions of narrative, plot, story, interaction, and a history of the phenomenon, from improvisational theory to role-playing games\u003c\/li\u003e \u003cli\u003eA rigorous discussion of the background of storytelling, from Aristotle’s Poetics to Joseph Campbell and the hero’s journey\u003c\/li\u003e \u003cli\u003eCompelling explorations of different perspectives in the interactive storytelling space, including different platforms, designers, and interactors, as well as an explanation of storyworlds\u003c\/li\u003e\n\u003c\/ul\u003e \u003cp\u003ePerfect for game designers, developers, game and narrative researchers, academics, undergraduate and graduate students studying storytelling, game design, gamification, and multimedia systems, \u003ci\u003eHandbook on Interactive Storytelling\u003c\/i\u003e is an indispensable resource for anyone interested in the deployment of compelling narratives in an interactive context. \u003c\/p\u003e\u003cp\u003eList of Figures ix\u003c\/p\u003e \u003cp\u003eList of Tables xiii\u003c\/p\u003e \u003cp\u003ePreface xv\u003c\/p\u003e \u003cp\u003eAcknowledgements xvii\u003c\/p\u003e \u003cp\u003e\u003cb\u003e1 Introduction 1\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e1.1 Interactive Storytelling 3\u003c\/p\u003e \u003cp\u003e1.1.1 Partakers 5\u003c\/p\u003e \u003cp\u003e1.1.2 Narrative, Plot, and Story 6\u003c\/p\u003e \u003cp\u003e1.1.3 Interaction 8\u003c\/p\u003e \u003cp\u003e1.2 History of Interactive Storytelling 10\u003c\/p\u003e \u003cp\u003e1.2.1 Theatre 11\u003c\/p\u003e \u003cp\u003e1.2.2 Multicursal Literature 12\u003c\/p\u003e \u003cp\u003e1.3 Role-playing Games 13\u003c\/p\u003e \u003cp\u003e1.3.1 Hypertext Fiction 14\u003c\/p\u003e \u003cp\u003e1.3.2 Webisodics 14\u003c\/p\u003e \u003cp\u003e1.3.3 Interactive Cinema 15\u003c\/p\u003e \u003cp\u003e1.3.4 Television 17\u003c\/p\u003e \u003cp\u003e1.3.5 Games 17\u003c\/p\u003e \u003cp\u003e1.3.5.1 Interactive Fiction 18\u003c\/p\u003e \u003cp\u003e1.3.5.2 Digital Games 19\u003c\/p\u003e \u003cp\u003e1.4 Summary 21\u003c\/p\u003e \u003cp\u003eExercises 22\u003c\/p\u003e \u003cp\u003e\u003cb\u003e2 Background 25\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e2.1 Analysis of Storytelling 25\u003c\/p\u003e \u003cp\u003e2.1.1 Aristotle's Poetics 25\u003c\/p\u003e \u003cp\u003e2.1.1.1 Elements of Tragedy 26\u003c\/p\u003e \u003cp\u003e2.1.1.2 Narrative Forms 27\u003c\/p\u003e \u003cp\u003e2.1.1.3 Dramatic Arc 27\u003c\/p\u003e \u003cp\u003e2.1.2 Visual Storytelling 29\u003c\/p\u003e \u003cp\u003e2.1.2.1 Semiotics 30\u003c\/p\u003e \u003cp\u003e2.1.2.2 Work of Art 31\u003c\/p\u003e \u003cp\u003e2.1.2.3 Video Games as Visual Art 31\u003c\/p\u003e \u003cp\u003e2.1.3 Structuralism 33\u003c\/p\u003e \u003cp\u003e2.1.3.1 Propp's Morphology of Russian Folktales 33\u003c\/p\u003e \u003cp\u003e2.1.3.2 Colby's Grammar of Alaska Natives' Folktales 35\u003c\/p\u003e \u003cp\u003e2.1.3.3 Story Grammars 37\u003c\/p\u003e \u003cp\u003e2.1.4 Joseph Campbell and the Hero's Journey 41\u003c\/p\u003e \u003cp\u003e2.1.5 Kernels and Satellites 42\u003c\/p\u003e \u003cp\u003e2.2 Research on Interactive Storytelling 44\u003c\/p\u003e \u003cp\u003e2.2.1 Brenda Laurel and Interactive Drama 46\u003c\/p\u003e \u003cp\u003e2.2.2 Janet Murray and the Cyberbard 47\u003c\/p\u003e \u003cp\u003e2.2.3 Models for Interactive Storytelling 48\u003c\/p\u003e \u003cp\u003e2.2.4 Narrative Paradox and Other Research Challenges 49\u003c\/p\u003e \u003cp\u003e2.2.4.1 Platform 52\u003c\/p\u003e \u003cp\u003e2.2.4.2 Designer 52\u003c\/p\u003e \u003cp\u003e2.2.4.3 Interactors 53\u003c\/p\u003e \u003cp\u003e2.2.4.4 Storyworld 53\u003c\/p\u003e \u003cp\u003e2.2.4.5 Terminology 53\u003c\/p\u003e \u003cp\u003e2.3 Summary 54\u003c\/p\u003e \u003cp\u003eExercises 54\u003c\/p\u003e \u003cp\u003e\u003cb\u003e3 Platform 57\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e3.1 Software Development 58\u003c\/p\u003e \u003cp\u003e3.1.1 Model-View-Controller 59\u003c\/p\u003e \u003cp\u003e3.1.2 Interactor's Interface 61\u003c\/p\u003e \u003cp\u003e3.1.3 Designer's Interface 63\u003c\/p\u003e \u003cp\u003e3.1.4 Modding 63\u003c\/p\u003e \u003cp\u003e3.2 Solving the Narrative Paradox 65\u003c\/p\u003e \u003cp\u003e3.2.1 Author-centric Approach 66\u003c\/p\u003e \u003cp\u003e3.2.2 Character-centric Approach 68\u003c\/p\u003e \u003cp\u003e3.2.3 Hybrid Approach 69\u003c\/p\u003e \u003cp\u003e3.3 Implementations 71\u003c\/p\u003e \u003cp\u003e3.3.1 Pioneering Storytelling Systems 71\u003c\/p\u003e \u003cp\u003e3.3.2 Crawford's IDS Systems 73\u003c\/p\u003e \u003cp\u003e3.3.3 Stern's and Mateas's Façade 74\u003c\/p\u003e \u003cp\u003e3.3.4 Experimental Systems 75\u003c\/p\u003e \u003cp\u003e3.3.5 Other Systems 76\u003c\/p\u003e \u003cp\u003e3.4 Summary 77\u003c\/p\u003e \u003cp\u003eExercises 78\u003c\/p\u003e \u003cp\u003e\u003cb\u003e4 Designer 81\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e4.1 Storyworld Types 82\u003c\/p\u003e \u003cp\u003e4.1.1 Linear Storyworlds 83\u003c\/p\u003e \u003cp\u003e4.1.2 Branching Storyworlds 84\u003c\/p\u003e \u003cp\u003e4.1.3 Open Storyworlds 87\u003c\/p\u003e \u003cp\u003e4.2 Design Process and Tools 89\u003c\/p\u003e \u003cp\u003e4.2.1 Concepting the Storyworld 90\u003c\/p\u003e \u003cp\u003e4.2.1.1 Character Design 92\u003c\/p\u003e \u003cp\u003e4.2.1.2 Plot Composition 93\u003c\/p\u003e \u003cp\u003e4.2.1.3 Adapting Material from Other Media 94\u003c\/p\u003e \u003cp\u003e4.2.1.4 Transmedia Design 95\u003c\/p\u003e \u003cp\u003e4.2.1.5 Adams' Template for Requirements Specifications 96\u003c\/p\u003e \u003cp\u003e4.2.2 Iterative Design Process 97\u003c\/p\u003e \u003cp\u003e4.2.3 Evaluating Interactive Stories 98\u003c\/p\u003e \u003cp\u003e4.3 Relationship with the Interactor 100\u003c\/p\u003e \u003cp\u003e4.3.1 Focalization 100\u003c\/p\u003e \u003cp\u003e4.3.2 Story as Message 101\u003c\/p\u003e \u003cp\u003e4.4 Summary 103\u003c\/p\u003e \u003cp\u003eExercises 103\u003c\/p\u003e \u003cp\u003e\u003cb\u003e5 Interactor 107\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e5.1 Experiencing an Interactive Story 108\u003c\/p\u003e \u003cp\u003e5.1.1 Onboarding -- From Amnesia to Awareness 109\u003c\/p\u003e \u003cp\u003e5.1.2 Supporting the Journey 110\u003c\/p\u003e \u003cp\u003e5.1.3 Is There an End? 111\u003c\/p\u003e \u003cp\u003e5.1.4 Re-experiencing an Interactive Story 112\u003c\/p\u003e \u003cp\u003e5.2 Agency 113\u003c\/p\u003e \u003cp\u003e5.2.1 Theoretical and Perceived Agency 114\u003c\/p\u003e \u003cp\u003e5.2.2 Local and Global Agency 115\u003c\/p\u003e \u003cp\u003e5.2.3 Invisible Agency 115\u003c\/p\u003e \u003cp\u003e5.2.4 Limited Agency and No Agency 116\u003c\/p\u003e \u003cp\u003e5.2.5 Illusion of Agency 116\u003c\/p\u003e \u003cp\u003e5.3 Immersion 117\u003c\/p\u003e \u003cp\u003e5.3.1 Immersion Types 117\u003c\/p\u003e \u003cp\u003e5.3.2 Models for Immersion 118\u003c\/p\u003e \u003cp\u003e5.3.3 Flow 119\u003c\/p\u003e \u003cp\u003e5.4 Transformation 120\u003c\/p\u003e \u003cp\u003e5.5 Interactor Types 121\u003c\/p\u003e \u003cp\u003e5.5.1 Top-down Analysis 122\u003c\/p\u003e \u003cp\u003e5.5.2 Bottom-up Analysis 124\u003c\/p\u003e \u003cp\u003e5.5.3 Discussion 125\u003c\/p\u003e \u003cp\u003e5.6 Summary 126\u003c\/p\u003e \u003cp\u003eExercises 126\u003c\/p\u003e \u003cp\u003e\u003cb\u003e6 Storyworld 131\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e6.1 Characters 132\u003c\/p\u003e \u003cp\u003e6.1.1 Perception 133\u003c\/p\u003e \u003cp\u003e6.1.2 Memory 133\u003c\/p\u003e \u003cp\u003e6.1.3 Personality 135\u003c\/p\u003e \u003cp\u003e6.1.4 Decision-making 138\u003c\/p\u003e \u003cp\u003e6.2 Elemental Building Blocks 141\u003c\/p\u003e \u003cp\u003e6.2.1 Props 141\u003c\/p\u003e \u003cp\u003e6.2.1.1 Schrödinger's Gun 142\u003c\/p\u003e \u003cp\u003e6.2.1.2 Internal Economy 143\u003c\/p\u003e \u003cp\u003e6.2.2 Scenes 144\u003c\/p\u003e \u003cp\u003e6.2.3 Events 144\u003c\/p\u003e \u003cp\u003e6.3 Representation 145\u003c\/p\u003e \u003cp\u003e6.3.1 Visual 147\u003c\/p\u003e \u003cp\u003e6.3.2 Audio 148\u003c\/p\u003e \u003cp\u003e6.3.2.1 Diegetic 148\u003c\/p\u003e \u003cp\u003e6.3.2.2 Non-diegetic 149\u003c\/p\u003e \u003cp\u003e6.4 Summary 150\u003c\/p\u003e \u003cp\u003eExercises 151\u003c\/p\u003e \u003cp\u003e\u003cb\u003e7 Perspectives 153\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e7.1 Multiple Interactors 153\u003c\/p\u003e \u003cp\u003e7.1.1 Multiple Focus 153\u003c\/p\u003e \u003cp\u003e7.1.2 Persistence 154\u003c\/p\u003e \u003cp\u003e7.2 Extended Reality 155\u003c\/p\u003e \u003cp\u003e7.2.1 Visual Considerations 155\u003c\/p\u003e \u003cp\u003e7.2.2 Developing a Language of Expression 157\u003c\/p\u003e \u003cp\u003e7.3 Streaming Media 157\u003c\/p\u003e \u003cp\u003e7.3.1 Problems 157\u003c\/p\u003e \u003cp\u003e7.3.2 Solution Proposals 159\u003c\/p\u003e \u003cp\u003e7.4 Other Technological Prospects 160\u003c\/p\u003e \u003cp\u003e7.4.1 Voice Recognition 160\u003c\/p\u003e \u003cp\u003e7.4.2 Locating 160\u003c\/p\u003e \u003cp\u003e7.4.3 Artificial Intelligence 161\u003c\/p\u003e \u003cp\u003e7.5 Ethical Considerations 162\u003c\/p\u003e \u003cp\u003e7.5.1 Platform 163\u003c\/p\u003e \u003cp\u003e7.5.2 Designer 163\u003c\/p\u003e \u003cp\u003e7.5.3 Interactor 164\u003c\/p\u003e \u003cp\u003e7.5.4 Storyworld 164\u003c\/p\u003e \u003cp\u003e7.6 Summary 165\u003c\/p\u003e \u003cp\u003eExercises 165\u003c\/p\u003e \u003cp\u003eBibliography 169\u003c\/p\u003e \u003cp\u003eLudography 187\u003c\/p\u003e \u003cp\u003eIndex 191\u003c\/p\u003e  \u003cp\u003e\"Interactive storytelling is a popular research area without a disciplinary framework where contributions are usually coming from different disciplines such as computer science, communication studies, games studies or film studies. This book, on the other hand, employs an interdisciplinary approach and provides an innovative framework to analyze interactive narratives. Students can use the book to understand the theory of interactive narrative and its impact on game design. Professionals can buy the book for a better understanding of the recent developments and approaches in this domain.\"\u003cbr\u003e—\u003cstrong\u003eBarbaros Bostan, Bahcesehir University\u003c\/strong\u003e \u003c\/p\u003e\u003cp\u003e\"\u003cem\u003eThe Handbook on Interactive Storytelling\u003c\/em\u003e provides a remarkably clear introduction to what stories and storytelling are, their operation, and how they can be analysed and understood, and then proceeds to present various solutions for creating interactive storytelling. Rich in examples and loaded with concrete assignments, the Handbook is an excellent textbook on a significant, evolving phenomena, discussing art, techniques, users, as well as the conceptual and theoretical dimensions of interactive storytelling. The book is packed with insights, drawing from classic works of interactive fiction, story-driven computer games, interactive drama, and many scientific, artistic, and technological experiments. It should be of high value for students in game studies, interaction design, literary studies, drama, and computer sciences alike.\"\u003cbr\u003e—\u003cstrong\u003eFrans M??yr??, Professor \u0026amp; Director, Tampere University??\u0026amp; The Centre of Excellence in Game Culture Studies\u003c\/strong\u003e  \u003c\/p\u003e\u003cp\u003e\u003cb\u003eJouni Smed, PhD,\u003c\/b\u003e holds his doctorate in Computer Science. He has twenty years of experience in the game development, from algorithms and networking in multiplayer games to game software construction, design, and interactive storytelling.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eTomi 'BGT' Suovuo\u003c\/b\u003e focuses on the virtual barrier in mediated interaction, particularly between multiple users. He has taught \u003ci\u003ePrinciples of Interaction Design\u003c\/i\u003e for four years.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eNatasha Skult\u003c\/b\u003e is an active member of the Finnish and international game developers community as the Chairperson of IGDA and founder of Hive – Turku Game Hub.\u003c\/p\u003e \u003cp\u003e\u003cb\u003ePetter Skult, PhD,\u003c\/b\u003e obtained his doctorate in 2019 in English language and literature from Åbo Akademi University. He is a game designer and writer.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eDiscover the latest research on crafting compelling narratives in interactive entertainment\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003eElectronic games are no longer considered “mere fluff” alongside the “real” forms of entertainment, like film, music, and television. Instead, many games have evolved into an art form in their own right, including carefully constructed stories and engaging narratives enjoyed by millions of people around the world. \u003c\/p\u003e\u003cp\u003eIn \u003ci\u003eHandbook on Interactive Storytelling\u003c\/i\u003e, readers will find a comprehensive discussion of the latest research covering the creation of interactive narratives that allow users to experience a dramatically compelling story that responds directly to their actions and choices. \u003c\/p\u003e\u003cp\u003eSystematically organized, with extensive bibliographies and academic exercises included in each chapter, the book offers readers new perspectives on existing research and fresh avenues ripe for further study. In-depth case studies explore the challenges involved in crafting a narrative that comprises one of the main features of the gaming experience, regardless of the technical aspects of a game’s production. \u003c\/p\u003e\u003cp\u003eReaders will also enjoy: \u003c\/p\u003e\u003cul\u003e\n\u003cli\u003eA thorough introduction to interactive storytelling, including discussions of narrative, plot, story, interaction, and a history of the phenomenon, from improvisational theory to role-playing games\u003c\/li\u003e \u003cli\u003eA rigorous discussion of the background of storytelling, from Aristotle’s Poetics to Joseph Campbell and the hero’s journey\u003c\/li\u003e \u003cli\u003eCompelling explorations of different perspectives in the interactive storytelling space, including different platforms, designers, and interactors, as well as an explanation of storyworlds\u003c\/li\u003e\n\u003c\/ul\u003e \u003cp\u003ePerfect for game designers, developers, game and narrative researchers, academics, undergraduate and graduate students studying storytelling, game design, gamification, and multimedia systems, \u003ci\u003eHandbook on Interactive Storytelling\u003c\/i\u003e is an indispensable resource for anyone interested in the deployment of compelling narratives in an interactive context.\u003c\/p\u003e","brand":"Wiley","offers":[{"title":"Default Title","offer_id":47989344960741,"sku":"NP9781119688136","price":129.95,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/1842\/7735\/files\/9781119688136.jpg?v=1761783750","url":"https:\/\/k12savings.com\/products\/handbook-on-interactive-storytelling-isbn-9781119688136","provider":"K12savings","version":"1.0","type":"link"}