Abstract
This paper reports on an aspect of a long-term project to create a body of evidence-based interactive narrative design methods. In this context, we discuss aspects of formal design descriptions as a basis for a quantitative approach to verify the effects of design choices on the experience of audiences. Specifically, we discuss the notion of ‘design conventions’ by acknowledging earlier usages of the term and the related discourse in video game studies.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Murray, J.H.: Inventing the Medium: Principles of Interaction Design as a Cultural Practice. MIT Press, Cambridge (2012)
Koenitz, H.: Design approaches for interactive digital narrative. In: Schoenau-Fog, H., Bruni, L.E., Louchart, S., Baceviciute, S. (eds.) ICIDS 2015. LNCS, vol. 9445, pp. 50–57. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-27036-4_5
Roth, C., Koenitz, H.: Towards creating a body of evidence-based interactive digital narrative design knowledge: approaches and challenges. In: Proceedings of 2nd International Workshop on Multimedia Alternate Realities, AltMM 2017. ACM, New York (2017)
Murray, J.H.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Free Press, New York (1997)
Weizenbaum, J.: Eliza — a computer program for the study of natural language communication between man and machine. Commun. ACM 9, 36–45 (1966)
Norman, D.A.: Affordance, conventions, and design. Interactions 6, 38–43 (1999)
Salen, K., Zimmerman, E.: Rules of Play. MIT Press, Cambridge (2004)
Costikyan, G.: I have no words & i must design: toward a critical vocabulary for games. In: Mäyrä, F. (ed.) Proceedings of Computer Games and Digital Cultures Conference, pp. 9–33. Tampere (2002)
Church, D.: Formal Abstract Design Tools (1999). https://www.gamasutra.com/view/feature/131764/formal_abstract_design_tools.php
Alexander, C., Ishikawa, S., Silverstein, M.: A Pattern Language. Oxford University Press, New York (1977)
Barwood, H., Falstein, N.: The 400 Project. http://www.theinspiracy.com/the-400-project.html
Björk, S., Holopainen, J.: Patterns in Game Design (Game Development Series). Charles River Media, Rockland (2004)
Gamma, E., Helm, R., Johnson, R., Vlissides, J.: Design patterns: abstraction and reuse of object-oriented design. In: Broy, M., Denert, E. (eds.) Software Pioneers. Springer, Heidelberg (2002). https://doi.org/10.1007/978-3-642-59412-0_40
Rouse III, R.: The Rise and Fall and Rise Again of Game Design Rules. http://www.gamasutra.com/blogs/RichardRouseIII/20150218/236699/The_Rise_and_Fall_and_Rise_Again_of_Game_Design_Rules.php
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
Koenitz, H., Roth, C., Dubbelman, T., Knoller, N. (2017). What is a Convention in Interactive Narrative Design?. In: Nunes, N., Oakley, I., Nisi, V. (eds) Interactive Storytelling. ICIDS 2017. Lecture Notes in Computer Science(), vol 10690. Springer, Cham. https://doi.org/10.1007/978-3-319-71027-3_29
Download citation
DOI: https://doi.org/10.1007/978-3-319-71027-3_29
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-71026-6
Online ISBN: 978-3-319-71027-3
eBook Packages: Computer ScienceComputer Science (R0)