메뉴 건너뛰기




Volumn 4, Issue 1, 2013, Pages 39-52

Experiencing interactive narrative: A qualitative analysis of Façade

Author keywords

Design; Interactive narrative; Storytelling; User experience

Indexed keywords

COMPUTATION THEORY; DESIGN;

EID: 84870314855     PISSN: 18759521     EISSN: None     Source Type: Journal    
DOI: 10.1016/j.entcom.2012.09.004     Document Type: Article
Times cited : (18)

References (59)
  • 1
    • 84871129152 scopus 로고    scopus 로고
    • You Must Play Façade, Now! Gamasutra. Retrieved from
    • E. Adams, You Must Play Façade, 2005. Now! Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/2360/the_designers_notebook_you_must_.php.
    • (2005)
    • Adams, E.1
  • 3
    • 0008917059 scopus 로고    scopus 로고
    • Hearts, clubs, diamonds, spades: players who suit MUDs
    • Bartle R. Hearts, clubs, diamonds, spades: players who suit MUDs. Journal of MUD Research 1996, 1(1).
    • (1996) Journal of MUD Research , vol.1 , Issue.1
    • Bartle, R.1
  • 4
    • 84871112152 scopus 로고    scopus 로고
    • 21st Century Game Design (Charles River Media Game Development), Charles River Media, Retrieved from
    • C. Bateman, R. Boon, 21st Century Game Design (Charles River Media Game Development), Charles River Media, 2005, p. 1. Retrieved from http://www.amazon.com/Century-Design-Charles-River-Development/dp/1584504293.
    • (2005) , pp. 1
    • Bateman, C.1    Boon, R.2
  • 10
    • 84876755489 scopus 로고    scopus 로고
    • Using heuristics to evaluate the playability of games, in: Extended abstracts of the 2004 Conference on Human Factors and Computing Systems - CHI '04, ACM Press, New York, USA, Retrieved from
    • H. Desurvire, M. Caplan, J.A. Toth, Using heuristics to evaluate the playability of games, in: Extended abstracts of the 2004 Conference on Human Factors and Computing Systems - CHI '04, ACM Press, New York, USA, 2004, pp. 1509. Retrieved from http://dl.acm.org/citation.cfm?id=985921.986102.
    • (2004) , pp. 1509
    • Desurvire, H.1    Caplan, M.2    Toth, J.A.3
  • 11
    • 34547196796 scopus 로고    scopus 로고
    • Initial lessons from AR Façade, an interactive augmented reality drama, in: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology - ACE '06, ACM Press, New York, USA, Retrieved from
    • S. Dow, M. Mehta, A. Lausier, B. MacIntyre, M. Mateas, Initial lessons from AR Façade, an interactive augmented reality drama, in: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology - ACE '06, ACM Press, New York, USA, 2006, pp. 28. Retrieved from http://dl.acm.org/citation.cfm?id=1178823.117885.
    • (2006) , pp. 28
    • Dow, S.1    Mehta, M.2    Lausier, A.3    MacIntyre, B.4    Mateas, M.5
  • 12
    • 76749113469 scopus 로고    scopus 로고
    • Analyzing spatial user behavior in computer games using geographic information systems
    • Springer, Berlin
    • Drachen A., Canossa A. Analyzing spatial user behavior in computer games using geographic information systems. International MindTrek Conference 2009, 182-189. Springer, Berlin.
    • (2009) International MindTrek Conference , pp. 182-189
    • Drachen, A.1    Canossa, A.2
  • 13
    • 71549163146 scopus 로고    scopus 로고
    • Player modeling using self-organization in Tomb Raider: Underworld, in: 2009 IEEE Symposium on Computational Intelligence and Games, IEEE, doi:10.1109/CIG.2009.5286500
    • A. Drachen, A. Canossa, G.N. Yannakakis, Player modeling using self-organization in Tomb Raider: Underworld, in: 2009 IEEE Symposium on Computational Intelligence and Games, IEEE, 2009, pp. 1-8. doi:10.1109/CIG.2009.5286500.
    • (2009) , pp. 1-8
    • Drachen, A.1    Canossa, A.2    Yannakakis, G.N.3
  • 14
    • 84871152877 scopus 로고    scopus 로고
    • Heuristics and Usability Guidelines for the Creation and Evaluation of Fun in Video Games. Indiana University, Bloomington, Retrieved from
    • M.A. Federoff, M.A. Federoff, Heuristics and Usability Guidelines for the Creation and Evaluation of Fun in Video Games. Indiana University, Bloomington, 2002. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.89.8294.
    • (2002)
    • Federoff, M.A.1    Federoff, M.A.2
  • 16
    • 84870375518 scopus 로고    scopus 로고
    • Beyond psychological theory: getting data that improves games
    • Fulton B. Beyond psychological theory: getting data that improves games. Gamasutra 2002.
    • (2002) Gamasutra
    • Fulton, B.1
  • 20
    • 84871107784 scopus 로고    scopus 로고
    • ICT, USCICTOverview, Los Angeles, California, Retrieved from
    • ICT, USCICTOverview, Los Angeles, California, 2012. Retrieved from http://ict.usc.edu/wp-content/uploads/overviews/USCICT_Overviews.pdf.
    • (2012)
  • 21
    • 84871150285 scopus 로고    scopus 로고
    • Game Usability: Advancing the Player Experience [Paperback], Morgan Kaufmann, first ed.,Retrieved from
    • K. Isbister, N. Schaffer, Game Usability: Advancing the Player Experience [Paperback], Morgan Kaufmann, first ed., 2008, p. 400. Retrieved from http://www.amazon.com/Game-Usability-Advancing-Player-Experience/dp/0123744474.
    • (2008) , pp. 400
    • Isbister, K.1    Schaffer, N.2
  • 26
    • 33746847124 scopus 로고    scopus 로고
    • Stand up and take your place
    • Mallon B., Webb B. Stand up and take your place. Computers in Entertainment 2005, 3(1):6. http://dl.acm.org/ft_gateway.cfm?id=1057285&type=html.
    • (2005) Computers in Entertainment , vol.3 , Issue.1 , pp. 6
    • Mallon, B.1    Webb, B.2
  • 28
    • 84871141411 scopus 로고    scopus 로고
    • A Neo-Aristotelian Theory of Interactive Drama, Retrieved from
    • Mateas, Michael, A Neo-Aristotelian Theory of Interactive Drama, 2000. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.16.6490.
    • (2000)
    • Michael, M.1
  • 29
    • 84871164917 scopus 로고    scopus 로고
    • Façade: An Experiment in Building a Fully-Realized Interactive Drama
    • Retrieved from
    • Mateas, Michael, A. Stern, Façade: An Experiment in Building a Fully-Realized Interactive Drama, in: Game Developers Conference, 2003. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.14.6176.
    • (2003) Game Developers Conference
    • Michael, M.1    Stern, A.2
  • 30
    • 84871158241 scopus 로고    scopus 로고
    • Façade: An Experiment in Building a Fully-Realized Interactive Drama, Retrieved from
    • Mateas, Michael, A. Stern, Façade: An Experiment in Building a Fully-Realized Interactive Drama, 2003. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.14.6176&rank=2.
    • (2003)
    • Michael, M.1    Stern, A.2
  • 31
    • 84883093538 scopus 로고    scopus 로고
    • Structuring content in the Façade interactive drama architecture, in: Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, Retrieved from
    • Mateas, Michael, A. Stern, Structuring content in the Façade interactive drama architecture, in: Proceedings of the First Artificial Intelligence and Interactive Digital Entertainment Conference, 2005. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.101.4192.
    • (2005)
    • Michael, M.1    Stern, A.2
  • 33
    • 58449088774 scopus 로고    scopus 로고
    • Looking at the interactive narrative experience through the eyes of the participants
    • Retrieved from
    • D. Milam, M. Seif El-Nasr, R. Wakkary, Looking at the interactive narrative experience through the eyes of the participants, in: International Conference on Interactive Storytelling, 2008, pp. 96-107. Retrieved from http://www.sfu.ca/~magy/conference/facadeStudy_v30_cameraReady.pdf.
    • (2008) International Conference on Interactive Storytelling , pp. 96-107
    • Milam, D.1    Seif El-Nasr, M.2    Wakkary, R.3
  • 34
    • 0008281626 scopus 로고    scopus 로고
    • Sage Publications, Inc., L.A. Suzuki (Ed.)
    • Mopala M. Using Qualitative Methods in Psychology 1999, 256. Sage Publications, Inc., http://www.amazon.com/Using-Qualitative-Methods-Psychology-Kopala/dp/0761910379. L.A. Suzuki (Ed.).
    • (1999) Using Qualitative Methods in Psychology , pp. 256
    • Mopala, M.1
  • 35
    • 33746374302 scopus 로고    scopus 로고
    • Springer, Berlin, Heidelberg
    • Mott B.W., Lester J.C. Intelligent Tutoring Systems 2006, vol. 4053:675-684. Springer, Berlin, Heidelberg, http://dl.acm.org/citation.cfm?id=2171737.2171820.
    • (2006) Intelligent Tutoring Systems , vol.4053 , pp. 675-684
    • Mott, B.W.1    Lester, J.C.2
  • 40
    • 0003657449 scopus 로고    scopus 로고
    • Dover Publications
    • Peirce C.S. Philosophical Writings of Peirce 2011, Dover Publications, http://www.amazon.com/Philosophical-Writings-Peirce-Charles-S/dp/0486202178.
    • (2011) Philosophical Writings of Peirce
    • Peirce, C.S.1
  • 42
    • 84871108063 scopus 로고    scopus 로고
    • FUGA The Fun of Gaming: Measuring the Human Experience of Media Enjoyment
    • N. Ravaja, FUGA The Fun of Gaming: Measuring the Human Experience of Media Enjoyment, 2009. http://www.fuga.Aalto.fi.
    • (2009)
    • Ravaja, N.1
  • 44
    • 70350527165 scopus 로고    scopus 로고
    • Incorporating authorial intent into generative narrative systems, in: AAAI Spring Symposium
    • M.O. Riedl, Incorporating authorial intent into generative narrative systems, in: AAAI Spring Symposium, 2009.
    • (2009)
    • Riedl, M.O.1
  • 46
    • 82055175078 scopus 로고    scopus 로고
    • The Experience of Interactive Storytelling: Comparing " Fahrenheit" with " Façade"
    • Springer, Berlin, Heidelberg
    • Roth C., Klimmt C., Vermeulen I.E., Vorderer P. The Experience of Interactive Storytelling: Comparing " Fahrenheit" with " Façade" Entertainment Computing - ICEC 2011 2011, vol. 6972:13-21. Springer, Berlin, Heidelberg, http://dl.acm.org/citation.cfm?id=2176584.2176587.
    • (2011) Entertainment Computing - ICEC 2011 , vol.6972 , pp. 13-21
    • Roth, C.1    Klimmt, C.2    Vermeulen, I.E.3    Vorderer, P.4
  • 47
    • 48249091034 scopus 로고    scopus 로고
    • Motivation in narrative-centered learning environments
    • in: Workshop Narrative Learn. Environ./13th AIED Conf, Retrieved from
    • J.P. Rowe, J. P. Rowe, S.W. Mcquiggan, B.W. Mott, J.C. Lester, Motivation in narrative-centered learning environments, in: Workshop Narrative Learn. Environ./13th AIED Conf, 2007, pp. 40-49. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.132.111.
    • (2007) , pp. 40-49
    • Rowe, J.P.1    Rowe, J.P.2    Mcquiggan, S.W.3    Mott, B.W.4    Lester, J.C.5
  • 48
    • 84873372943 scopus 로고    scopus 로고
    • The player engagement process - an exploration of continuation desire in digital games
    • Schoenau-Fog H. The player engagement process - an exploration of continuation desire in digital games. DIGRA 2011.
    • (2011) DIGRA
    • Schoenau-Fog, H.1
  • 49
    • 84870375515 scopus 로고    scopus 로고
    • A. Canossa, Game Analytics: Maximizing the Value of Player Data, Springer
    • M. Seif El-Nasr, A. Drachen, A. Canossa, Game Analytics: Maximizing the Value of Player Data, Springer, 2013.
    • (2013)
    • Seif El-Nasr, M.1    Drachen, A.2
  • 50
    • 39049108755 scopus 로고    scopus 로고
    • Interaction, narrative, and drama creating an adaptive interactive narrative using performance arts theories
    • 8
    • Seif El-nasr M. Interaction, narrative, and drama creating an adaptive interactive narrative using performance arts theories. Interaction Studies 2007, 8.
    • (2007) Interaction Studies
    • Seif El-nasr, M.1
  • 51
    • 84870347363 scopus 로고    scopus 로고
    • Super Mario Bros.: the Lost Levels: After 20years I can finally play this lost gaming classic
    • Suellentrop C. Super Mario Bros.: the Lost Levels: After 20years I can finally play this lost gaming classic. Slate 2007.
    • (2007) Slate
    • Suellentrop, C.1
  • 52
    • 84870374236 scopus 로고    scopus 로고
    • IDtension: A narrative engine for interactive drama. in: 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2003
    • Szilas, Nicolas. IDtension: A narrative engine for interactive drama. in: 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2003, 2003.
    • (2003)
    • Nicolas, S.1
  • 54
    • 84858995330 scopus 로고    scopus 로고
    • Visualization of Online-Game Players Based on their Action Behaviors
    • Thawonmas R., Iizuka K. Visualization of Online-Game Players Based on their Action Behaviors. International Journal of Computer Games Technology 2008, 1-9. http://dl.acm.org/citation.cfm?id=1463033.1463038.
    • (2008) International Journal of Computer Games Technology , pp. 1-9
    • Thawonmas, R.1    Iizuka, K.2
  • 59
    • 84984855480 scopus 로고    scopus 로고
    • Towards a new evaluation approach in computational narrative systems, in: Third International Conference on Computational Creativity
    • J. Zhu, Towards a new evaluation approach in computational narrative systems, in: Third International Conference on Computational Creativity, 2012, pp. 150-154.
    • (2012) , pp. 150-154
    • Zhu, J.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.