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The Case for Invisibility: Understanding and Improving Agency in Black Mirror's Bandersnatch and Other Interactive Digital Narrative Works

机译:隐形案例:理解和改进黑色镜子的乐队和其他互动数字叙事工作的机构

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With the launch and popularity of Bandersnatch (2018), interactive storytelling reached a mass audience in a different way to earlier works. However, as a narrative experience, Bandersnatch belongs to a particular class of Interactive Digital Narratives (IDNs): highly restrictive, nonlinear, branching structure films that offer limited agency and, in many ways, have less to offer than more sophisticated IDNs. While the simple format is appealing to new audiences, there is clearly scope for improvement. In this paper, Bandersnatch is examined as a representative of its format in an attempt to identify alternative design choices for improved agency, as well as assessing the choices' suitability for the format. The methodology for the analysis is Hartmut Koenitz's SPP model as well as its extension, the hermeneutic strip, which is applied to understand and assess the experienced agency. The final reflection on alternative design recommendations for Bandersnatch type works demonstrates that, by implementing features of invisible agency, the overall feeling of control of the player could be improved without losing narrative momentum. The improvements could be achieved by maintaining state of the behavioural tendencies (e.g., risk-taking behaviour) of the audience in their decision-making process and screening plotlines or endings that match their assessed tendencies.
机译:随着Bandersnatch(2018)的发射和普及,互动讲故事以不同的方式达到了众多观众。然而,作为叙述经验,BandersNatch属于特定类别的互动数字叙述(IDN):提供有限公司的高度限制性,非线性,分支结构薄膜,并且在许多方面具有比更复杂的IDN更少的提供。虽然简单的格式呼吸新的受众,但有明显的改进范围。在本文中,CandersNatch被检查为其格式的代表,以试图识别改进的机构的替代设计选择,以及评估选择的选择适合性。分析方法是Hartmut Koenitz的SPP模型以及其延伸,诠释学条带,用于理解和评估经验丰富的机构。关于Bandersnatch类型的替代设计建议的最终反思表明,通过实施隐形机构的特征,可以在不失去叙事动力的情况下提高对玩家的整体控制感。通过维持观众在其决策过程中的行为倾向(例如,风险行为)的状态和筛查与其评估趋势匹配的地板或结尾的筛选或结束来实现改进。

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