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The Story We Cannot See: On How a Retelling Relates to Its Afterstory

机译:我们看不到的故事:讲述故事如何与其故事相关

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The field of Emergent Narrative in digital narrative studies has seen a lot of research since its inception in 1999, and a lot of it is helpful, but also there has been confusion in terms and a lack of focus on the specifics of how the narrative is shaped in the mind of the player. The term itself has been used to both describe the ensuing held, the concept, the process, and the resulting narrative experience. This paper aims to clarify these misunderstandings by investigating the field and defining the term "afterstory" to help solidify the relationship between the differing aspects of Emergent Narrative. Afterstory is specifically defined as the virtual, mental story that exists in the player's mind after play and informed by the interactions and their perspective on them. Then, using previous work on retellings, the paper will relate afterstory to how people retell their afterstories, and what we can use those retellings for in relation to the system that helped form them. In conclusion, some examples will be brought forth that showcase the difficult nature of extrapolating a retelling's quality to its interactive narrative system's quality, but how it can still be done with careful, purposeful analysis.
机译:自从1999年问世以来,数字叙事研究中的新兴叙事领域进行了很多研究,这对我们很有帮助,但是在叙事方式上也存在混淆,并且缺乏对叙事方式的关注。在玩家心中塑造。该术语本身已被用来描述随后发生的事情,概念,过程以及由此产生的叙事体验。本文旨在通过调查领域和定义术语“事后故事”来澄清这些误解,以帮助巩固紧急叙事的不同方面之间的关系。幕后故事被专门定义为虚拟的心理故事,存在于玩家玩后的脑海中,并通过交互作用及其对它们的看法来告知。然后,使用先前关于转售的工作,本文将事后故事与人们如何讲述他们的事后故事,以及我们如何将这些事后故事用于帮助形成他们的系统有关。总之,将提供一些示例,说明将重述的质量推论到其交互式叙事系统的质量的困难性质,但是仍然可以通过仔细,有目的的分析来做到这一点。

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