Immersive storytelling experiences: a design methodology
This paper synthesizes the findings from The Last Play, The Fall of R'Thea and Sticklebacks, three immersive storytelling experiences developed by the author and his collaborators over a span of four years. We define 'immersive storytelling' as a time-limited, location-based experienc...
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| Veröffentlicht in: | Digital creativity (Exeter) Jg. 35; H. 4; S. 301 - 320 |
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| Format: | Journal Article |
| Sprache: | Englisch |
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01.10.2024
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| Abstract | This paper synthesizes the findings from The Last Play, The Fall of R'Thea and Sticklebacks, three immersive storytelling experiences developed by the author and his collaborators over a span of four years. We define 'immersive storytelling' as a time-limited, location-based experience that invites audiences into a fragmented narrative across multiple mediums. Engaging various senses and requiring active participation, the experience adapts to individual choices and uses technology as a tool to expand the narrative spaces. Through this paper, we provide insights into our creative approaches, methodologies, and the lessons learned during the development and production phases and propose an immersive design methodology aimed at guiding future research and practice in crafting immersive experiences. |
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| AbstractList | This paper synthesizes the findings from The Last Play, The Fall of R'Thea and Sticklebacks, three immersive storytelling experiences developed by the author and his collaborators over a span of four years. We define 'immersive storytelling' as a time-limited, location-based experience that invites audiences into a fragmented narrative across multiple mediums. Engaging various senses and requiring active participation, the experience adapts to individual choices and uses technology as a tool to expand the narrative spaces. Through this paper, we provide insights into our creative approaches, methodologies, and the lessons learned during the development and production phases and propose an immersive design methodology aimed at guiding future research and practice in crafting immersive experiences. |
| Author | Polydorou, Doros |
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| References_xml | – ident: e_1_3_3_25_1 – start-page: 83 volume-title: Proceedings of the 2007 DiGRA International Conference. Situated Play, University of Tokyo, September 24–28 year: 2007 ident: e_1_3_3_6_1 – start-page: 31 volume-title: Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination year: 2004 ident: e_1_3_3_14_1 – start-page: 142 volume-title: Image-Music-Text year: 1977 ident: e_1_3_3_3_1 – start-page: 29 volume-title: Extending Experiences: Structure, Analysis and Design of Computer Game Player Experience year: 2008 ident: e_1_3_3_30_1 – volume-title: Immersion. Wörterbuch zur Sprach- und Kommunikationswissenschaft (WSK) year: 2022 ident: e_1_3_3_26_1 – start-page: 118 volume-title: First Person: New Media as Story, Performance, and Game year: 2004 ident: e_1_3_3_13_1 – volume-title: The Open Work year: 1962 ident: e_1_3_3_11_1 – ident: e_1_3_3_28_1 doi: 10.1525/9780520908604 – ident: e_1_3_3_33_1 doi: 10.1163/9789401209243_002 – ident: e_1_3_3_29_1 doi: 10.3102/0034654314566989 – volume-title: Flow: The Psychology of Optimal Experience. year: 1990 ident: e_1_3_3_9_1 – volume-title: The Practice of Everyday Life year: 1980 ident: e_1_3_3_10_1 – ident: e_1_3_3_17_1 doi: 10.1007/978-1-137-01985-1 – ident: e_1_3_3_21_1 doi: 10.1080/14626268.2021.1882504 – volume-title: Workshop/Performance Conducted at Clegg Studio year: 2022 ident: e_1_3_3_24_1 – volume-title: You are Not a Gadget: A Manifesto. year: 2010 ident: e_1_3_3_15_1 – volume-title: Rules of Play: Game Design Fundamentals. year: 2003 ident: e_1_3_3_27_1 – ident: e_1_3_3_4_1 doi: 10.15462/ijll.v7i1.105 – volume-title: Building Imaginary Worlds. The Theory and History of Subcreation year: 2012 ident: e_1_3_3_32_1 – volume-title: Opera and Drama year: 1895 ident: e_1_3_3_31_1 – ident: e_1_3_3_16_1 doi: 10.1111/j.1083-6101.1997.tb00072.x/full – volume-title: Hamlet on the Holodeck: The Future of Narrative in Cyberspace. year: 1997 ident: e_1_3_3_18_1 – ident: e_1_3_3_7_1 doi: 10.7551/mitpress/8429.001.0001 – volume: 16 start-page: 320 issue: 1 year: 2019 ident: e_1_3_3_12_1 article-title: Immersion, Digital Fiction, and the Switchboard Metaphor publication-title: Participations – volume-title: Multimedia: From Wagner to Virtual Reality. year: 2001 ident: e_1_3_3_20_1 – ident: e_1_3_3_5_1 doi: 10.1068/d13410 – volume-title: Paper presented at Meaningful Play 2016 year: 2016 ident: e_1_3_3_19_1 – volume-title: Presented at ISEA2023: 28th International Symposium on Electronic Arts year: 2023 ident: e_1_3_3_23_1 – volume-title: Presented at ISEA2022: 27th International Symposium on Electronic Arts year: 2022 ident: e_1_3_3_22_1 – ident: e_1_3_3_8_1 doi: 10.26503/dl.v2016i1.807 – ident: e_1_3_3_2_1 doi: 10.1525/sfs.6.1.0009 |
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| Title | Immersive storytelling experiences: a design methodology |
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