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REPRESENTATIONS OF COMPLEXITY-
INTERACTIVE DIGITAL NARRATIVES
ENABLING DISCOURSE
FOR THE 21ST CENTURY-
STOCKHOLM, 12.2.2020
HARTMUT KOENITZ
@HKOENITZ
OR -
WHY WE NEED
INTERACTIVE DIGITAL NARRATIVE
AND
WHAT WE NEED RESEARCH ON
INTERACTIVE DIGITAL NARRATIVE (IDN)
WHAT IT IS
A DIFFERENT KIND OF NARRATIVE
ITS PARTICULAR ROLE
REPRESENTATIONS OF COMPLEXITY
THE ROAD AHEAD
ASPECTS TO WORK ON
ACADEMIC
ARTIST
PROFESSOR INTERACTIVE
NARRATIVE DESIGN
PROFESSORSHIP TEAM
+ MANY MORE
40 PEER-REVIEWED
PUBLICATIONS
10 KEYNOTES
2 PANELS
1 ART PIECE IN
JURIED EXHIBITION
Publications 2019
• Koenitz, H. & Roth, C. (2019). Bandersnatch, Yea or Nay? Reception and User Experience of an Interactive Digital Narrative
Video.
Publications 2018
• Koenitz, H. (2018). What Game Narrative Are We Talking About? An Ontological Mapping of the Foundational Canon of
Interactive Narrative Forms. Arts, 7(4), 51
• Koenitz, H., Roth, C., Dubbelman, T., & Knoller, N. (2018). Interactive Narrative Design beyond the Secret Art Status: A Method to Verify
Design Conventions for Interactive Narrative. Materialities of Literature, 6(1), 107–119.
• Koenitz, H. (2018). Thoughts on a Discipline for the Study of Interactive Digital Narratives. ICIDS 2018, Proceedings (pp. 36–49).
Cham: Springer International Publishing.
• Di Pastena, A., Jansen, D., de Lint, B., & Moss, A. (2018). “The Link Out.” In Technologies for Interactive Digital Storytelling and
Entertainment (7 ed., Vol. 11318, pp. 206–216). Cham: Springer International Publishing.
• Roth, C., van Nuenen, T., & Koenitz, H. (2018). Ludonarrative Hermeneutics: A Way Out and the Narrative Paradox. In R. Rouse, H.
Koenitz, & M. Haahr (Eds.), ICIDS 2018, Proceedings (pp. 93–106). Cham: Springer International Publishing.
• Koenitz, H., Di Pastena, A., Jansen, D., de Lint, B., & Moss, A. (2018). The Myth of “Universal” Narrative Models. ICIDS 2018,
Proceedings (pp. 107–120). Cham: Springer International Publishing.
• Shibolet, Y., Knoller, N., & Koenitz, H. (2018). A Framework for Classifying and Describing Authoring Tools for Interactive Digital
Narrative. ICIDS 2018, Proceedings (pp. 523–533). Cham: Springer International Publishing.
• Koenitz, H., Dubbelman, T., Knoller, N., Roth, C., Haahr, M., Sezen, D., & Sezen, T. I. (2018). Card-Based Methods in Interactive
Narrative Prototyping. ICIDS 2018, Proceedings (pp. 552–555). Cham: Springer International Publishing.
• Dubbelman, T., Roth, C., & Koenitz, H. (2018). Interactive Digital Narratives (IDN) for Change: Educational Approaches and
Challenges in a Project Focused on Migration. ICIDS 2018, Proceedings (pp. 591–602). Cham: Springer International Publishing.
• Koenitz, H., Roth, C., & Dubbelman, T. (2018). Creating and Sharing Interactive Narrative Design Knowledge – A Multipronged
Approach. ICIDS 2018, Proceedings (pp. 165–170). Cham: Springer International Publishing. (Best poster award)
• Koenitz, H., Roth, C., Mekler, D., Björk, S., Lankoski, P., Palosaari Eladhari, M., Medler, B. (2018) Methods, History, and Impact -
Directions in Game Design Research. In: GER-18: New Research Perspectives on Game Design and Development Education. Melbourne.
• Koenitz, H., Roth, C., & Dubbelman, T. (2018). Engaging the Community in Collecting Interactive Narrative Design Conventions.
ChiPlay 2018.
• Koenitz, H., Roth, C., Dubbelman, T., & Knoller, N. (2018) “Clementine will remember that” – Methods to Establish Design
Conventions for Video Game Narrative, DIGRA 2018, Torino, Italy.
Publications 2017
• Koenitz, H., Roth, C., Dubbelman, T., & Knoller, N. (2017). What is a Convention in Interactive Narrative Design? Icids, 10690
(Chapter 29), 295–298.
• Vosmeer, M., Roth, C., & Koenitz, H. (2017). Who Are You? Voice-Over Perspective in Surround Video. Icids, 10690 (4), 221–232.
• Dubbelman, T. (2017). Repetition, Reward and Mastery: The Value of Game Design Patterns for the Analysis of Narrative Game
Mechanics. In Technologies for Interactive Digital Storytelling and Entertainment (Vol. 10690, pp. 286–289). Cham: Springer International
Publishing.
• Roth, C., & Koenitz, H. (2017). Towards Creating a Body of Evidence-based Interactive Digital Narrative Design Knowledge:
Approaches and Challenges. Presented at AltMM'17, Mountain View, CA.
• Duijn, M., Koenitz, H., Beyond the Timeline: a Data-Driven Interface for Interactive Documentary, in proceedings ACMTVX 2017
• Koenitz, H., The ‘Story Arc’- a Ghost of Narrative Game Design, in proceedings DIGRA conference 2017
• Koenitz, H., Beyond “Walking Simulators” – Games as the Narrative Avant-Garde, in proceedings DIGRA conference 2017
• Koenitz, H., The SPP Model - Theorizing Frasca’s narrativist Approach Towards Interactive narrative, in proceedings ELO
conference 2017
• Roth, C., Beyond Geheimkunst: A Process to Verify Design Conventions for Digital Forms of narration, in proceedings ELO
conference 2017
• Roth, C., Ferri, G., Haahr, M., In- depth Analysis of Interactive Digital narrative, workshop and proceedings of ELO conference 2017
• Knoller, N. (in press). Complexity and the Userly Text. In M. Grishakova, & M. Poulaki (Eds.), Narrative complexity: experiential
and cognitive interfaces. Lincoln, Nebraska: University of Nebraska Press.
Publications 2016
• Koenitz, H., Dubbelman, T., Knoller, N., & Roth, C. (2016). An Integrated and Iterative Research Direction for Interactive Digital
Narrative. In F. Nack & A. S. Gordon (Eds.), Interactive Storytelling (Vol. 10045, pp. 51–60). Cham: Springer International
• Dubbelman, T. (2016). Narrative Game Mechanics. In F. Nack & A. S. Gordon (Eds.), Interactive Storytelling (Vol. 10045, pp. 39–50).
Springer International Publishing. 
• Daiute, C., & Koenitz, H. (2016). What is Shared? - A Pedagogical Perspective on Interactive Digital Narrative and Literary
Narrative. In Interactive Storytelling (Vol. 10045, pp. 407–410). Cham: Springer, Cham
• Roth, C., & Koenitz, H. (2016). Evaluating the User Experience of Interactive Digital Narrative (pp. 31–36). AltMM’16, New York, New
York, USA: ACM Press
VIDEOS &
INSTALLATIONS
WHAT ARE
INTERACTIVE DIGITAL
NARRATIVES (IDN)?
[IDN IS AN] EXPRESSIVE NARRATIVE FORM IN
DIGITAL MEDIA IMPLEMENTED AS A
COMPUTATIONAL SYSTEM [...] AND EXPERIENCED
THROUGH A PARTICIPATORY PROCESS
Koenitz, 2015
INTERACTIVE DIGITAL NARRATIVE (IDN)
IS NOTONEFORM
IDN ENCOMPASSES A RANGE OF MANIFESTATIONS,
INCLUDING
NARRATIVE VIDEO GAMES, INTERACTIVE
DOCUMENTARIES, JOURNALISTIC INTERACTIVES,
AR/VR EXPERIENCES…
ARE THEY EVEN
POSSIBLE?
IDN
All narrative is like the novel (or movie)
IDN is not like the novelIDN is bad, because
THE CIRCULAR LOGIC AGAINST IDN
IDN does not fulfil the expectations of the novel
VIDEO GAMES ARE BETTER WITHOUT
STORIES. FILM, TELEVISION, AND
LITERATURE ALL TELL THEM BETTER.
Ian Bogost, 2017
YES AND NO
YES.
TRADITIONAL MEDIA IS
BETTER AT TELLING
TRADITIONAL STORIES
NO.
IDN IS ABOUT DIFFERENT
KINDS OF NARRATIVES.
IDN ≠ +
SO IT’S A
GAME, THEN?
GAMES RESIST MANY OF THE MORE COMPLEX
THEMES WE CAN IMAGINE, SUCH AS LOVE,
AMBITION, AND SOCIAL CONFLICT, BECAUSE
THEY ARE NOT EASILY IMPLEMENTED IN RULES
Jesper Juul, 2005
RULES ARE NOT
ENOUGH
NARRATIVES ARE NEEDED
HOWEVER -
GAMES AND NARRATIVE
DO NOT MIX?
THE NARRATOLOGY VS.
LUDOLOGY DEBATE
(2001-2005?)
THE NARRATOLOGY VS. LUDOLOGY
DEBATE (2001-2005?)
ENTRENCHED
THE EUROCENTRIC & TRADITIONAL
UNDERSTANDING OF NARRATIVE
THE NARRATOLOGY VS. LUDOLOGY
DEBATE (2001-2005?)
IGNORED
CONTEMPORARY DEVELOPMENTS
IN NARRATOLOGY
THE NARRATOLOGY VS. LUDOLOGY
DEBATE (2001-2005?)
POSITIONED
INTERACTIVE NARRATIVE AS A
SCHEME TO REFORM GAMES
OR A
MOVIE?
NEITHER ( )
IDN ARE
NEW TYPES OF NARRATIVE
(AND THAT’S OK)
AND STOP THE
F… COMPARISON
IDNS ARE NEITHER
DEFICIENT MOVIES NOR
DEFICIENT GAMES
AGAIN: IDNS ARE NEW TYPES OF NARRATIVE (AND
THAT’S STILL OK)
WHAT IS NARRATIVE?
NARRATIVE [IS] A FORGIVING, FLEXIBLE
COGNITIVE FRAME FOR CONSTRUCTING,
COMMUNICATING, AND RECONSTRUCTING
MENTALLY PROJECTED WORLDS
David Herman, 2002
NARRATIVE IS A
COGNITIVE FUNCTION
FOR SENSE-MAKING
IT IS NOT TIED TO A SPECIFIC FORM
THE SPACE OF NARRATIVE
NOVEL
DOCUMENTARY
NEWSPAPER ARTICLE
KISHOTENKETSU
MOVIE
AFRICAN ORAL STORYTELLING
ABORIGINAL STORYTELLING
IDN
…
MANY FORMS OF
NARRATIVES EXIST THAT
DIFFER FROM THE (MAINSTREAM)
EUROCENTRIC MODEL
ALTERNATIVE NARRATIVE STRUCTURES
KISHOTENKETSU AFRICAN ORAL STORYTELLING
CECI N’EST PASUN MODÈLE NARRATIF UNIVERSEL
Figure 2: Story arc in Computers as Thea
1991)
esort to a historical approach. And indeed, the
KOENITZ, H., DI PASTENA, A., JANSEN, D., DE LINT, B., MOSS, A. (UPCOMING) THE MYTH
OF ‘UNIVERSAL’ NARRATIVE MODELS: EXPANDING THE DESIGN SPACE OF NARRATIVE
STRUCTURES FOR IDN, ICIDS 2018, CHAM: SPRINGER INTERNATIONAL PUBLISHING
4.2 Bengali Widow’s Narratives
The Bengali Widow’s narrative structure either raises after the climax to a tragic
outcome, when the protagonist is abandoned by her family, or folds back to see the
protagonist becoming the antagonist to her son’s bride.
We derived this narrative structure (Fig. 2) from the comparison of different nar-
ratives that circulate among the West Bengal population that focus on the powerless-
ness of the displaced widowed mother. In so doing, they provide a critical perspective
on the status of the apparent stability women are assumed to have acquired upon
marriage, which comes into question in West Bengal after the death of their spouse,
especially if their children have already reached adulthood by that time [50]. Therefore,
the Bengali widowed mother narrative wants to illustrate a less romanticized reality
which many women face. At first sight, this narrative structure is reminiscent of the
dramatic arc, however there is a crucial variation that is connected to the ‘themes’ of
the narrative. The climax is not followed by a phase of dénouement; rather, the tension
keeps growing, either with the narrative looping back on itself if the widowed mother
becomes the antagonist (the mother-in-law) for the bride of her son – effectively
repeating the cycle from marriage to close – or, by continuing forward to show the
abandonment of the mother by her sons after the death of her husband, will end in a
climax where her sons and daughters-in-law leave her beggared and alone. What is
notable here is the underlying tension between the mother’s expectations for how her
sacrifices for her children will be repaid in the future and the reality of widowhood, as
well as her gradually shifting role from protagonist to antagonist in the eyes of the
younger generation of brides. Having two variants in a narrative is an aspect that can be
made productive for IDN, as the different outcomes can be connected to players’
choices. In addition, IDN could add additional varieties, e.g. an outcome in which the
widow becomes a good friend and trusted advisor of the next generation of women.
Fig. 1. Etiological structure
The Myth of ‘Universal’ Narrative Models 7
4.3 Ganga Comics
This structure is based on adaptations of Indian mythology in comics, in which the
solution to one conflict also immediately causes the next conflict to arise.
The “Ganga” [52] comic provides another interesting narrative structure to study
(Fig. 3). The “Ganga” comic is derived from the Amar Chitra Katha (ACK), an
illustrated comic series depicting hundreds of tales from the Rāmāyaṇa, Mahābhārata,
Panchanatra, and Vasavadatta, alongside a host of other plays, epics, and romances
across the Indian subcontinent. This particular story stems from the Mahābhārata, a
collection of mythological and instructive stories that revolve around a main narrative
that recounts the power struggle between two groups of cousins, namely the Kauravas
and the Pandavas. The Mahābhārata represents a seminal text for the growth of
Hinduism, and it is understood as both Dharma (moral law) and Itihasa (history) [53].
The “Ganga” comic is a particular variety of this narrative that utilizes the affordances
of its medium.
The narrative structure is arranged as a negotiation between the two poles of
‘responsibility’ and ‘consequence’. The narrative begins with an initial instigating
action (IA), which would have specific consequences (C1). The next step involves the
search of a solution (S1), that eventually results in a sort of resolution (R1), which
however would have other ongoing consequences (C2). These further consequences
would begin the next part of the narrative, as the secondary instigation for further
action, escalating and repeating until all major consequences are resolved. The
“Ganga” comic narrative structure is characterized by a cumulative pattern, in which
the consequences of the solution to each problem affect the overall narrative. This
aspect also aligns well with the affordances of IDN; the idea of player choice affecting
the problems/conflicts they will encounter later in the story is a powerful one with
much potential for the creation of many individually different narratives from the same
system.
Fig. 2. West Bengali widow narratives
8 H. Koenitz et al.
AuthorProof
4.4 Sīra Narratives
Sīra narratives (Fig. 4) recount the circle of life and death of a Bedouin community
known as the Banī Hilāl tribe. These narratives have the purpose of preserving the
memory of brave warriors who vanished as the tribe achieved peace through struggle.
More specifically, they narrate the adventures of the tribe as it traveled toward Tunisia
in search of new pasturages. They feature an ‘accurate’ historical frame of the
migration and conquest, while the actual narratives are “a series of intricate tales built
on tension among a constellation of central characters” [54], involving several key male
roles playing opposite a single female lead role.
The life of the Bedouin tribe is organized in a “pattern of repeating cycles” [54],
which organize the progression of episodes as journeys, from the protagonists’ birth to
their death. Each episode narrates a journey, with varying characters and changing
composition of events; the different and unique premises of every episode emphasize
the significance of each individual journey. The dual nature of the ‘journey theme’,
understood both as the search of new life and as war campaign, “sets up a vital tension
of opposites”, such as “famine-plenty, desert-pasture land, war-peace, life-death” [54].
Fig. 3. Ganga comics
The Myth of ‘Universal’ Narrative Models 9
4.5 Epiphanic Structure
This original structure features a cycle of conflict designed to create a moment of
epiphany, which causes the player/interactor to suddenly understand the events of the
narrative in a different light, and subsequently explores the narative again from the
beginning to discover the consequences of this revelation.
While alternatives to established narrative structures have been discussed before,
these discussions frequently lack a structural analysis. Moreover, established narrative
structures like the Hero’s Journey are gleaned from the analysis of linear, fixed media
with no regard for the participatory aspect of interactive narrative. In contrast, the
above structure (Fig. 5) is inspired by and partially based on the analysis of two
playthrough sessions of PlatinumGames’ 2017 action game NieR:Automata [56], in
which players see the same events twice, but through the eyes of each of the two
protagonists.
Fig. 4. Sīra structure (Connelly 1973)
10 H. Koenitz et al.
AuthorProof
The first playthrough builds up to an epiphany, a realization or retrospective
moment that radically re-contextualizes the events of that playthrough; the second
playthrough then has players experience those same events with that epiphany in mind,
which causes a (presumed) significant shift in the meaning that the player ascribes to
their own actions and the actions of the protagonists. Another game that can be said to
follow this structure is Paper Dino’s Save the Date [57]. The structure can be described
as follows:
1. Opening: the introduction of the storyworld;
2. Cycle(s) of Conflict (CoC): the protagonist(s) face(s) challenges – physical, battles
and treasure hunts; emotional, relationships with other characters/actors; mental,
piecing together clues about the storyworld’s backstory – and overcome(s) them (or
not);
3. Culmination: the fulfilment of the CoC’s narrative purpose, its result;
4. Epiphany: a realization or retrospective moment, as a consequence of the culmi-
nation, that radically re-contextualizes the events of the CoC;
5. (optional) Post-epiphanic Replay(s): the implicitly or explicitly acknowledged rep-
Fig. 5. Epiphanic structure
The Myth of ‘Universal’ Narrative Models 11
AuthorProof
IDN IS POSSIBLE -
WHAT IS IT GOOD FOR?
IDN CAN
REPRESENT
COMPLEXITY
A PERSONAL
APPROACH
I’M FROM THE COUNTRY OF THE CHANGING NARRATIVE
GERMAN HISTORY IS UNLIKE ANY OTHER
[ … ] NO COHERENT, OVER-ARCHING
NARRATIVE CAN BE CONSTRUCTED FOR IT;
THE JIGSAW PIECES DO NOT FIT TOGETHER
British Museum Curator Neil MacGregor 2016
THERE IS ALSO AN ALTERNATE REALITY MACHINE THERE
THE STASI ARCHIVES
HISTORICAL / POLITICAL
NARRATIVES ARE NOT
FACTS, THEY ARE
CONSTRUCTED
YES, WE ALL KNOW THAT
THE BIAS PROBLEM
THE FILTER BUBBLE
HOWEVER…
IDEOLOGY AND HIDDEN
FACTS ARE NOT THE
ONLY PROBLEMS
OUR REALITY IS
COMPLEX
A CHANGED VIEW
WE KNOW WE LIVE
IN A
COMPLEX WORLD
WE DO HAVE SOME
SYSTEMIC
UNDERSTANDING
WE KNOW WE SHOULD
NOT FEED THE DUCKS
ALLIGATORS
YET…
WHEN IT COMES TO MANY
PRESSING PROBLEMS, WE
FALL BACK TO IMMUTABLE
NON-COMPLEX NARRATIVES
CANNOT
REPRESENT
gure 2: Story arc in Computers as Theatre (Laurel,
91)
o a historical approach. And indeed, the Oxford English Dictionary
n answer. It lists the first proper occurrence as “arc of story” in 1978:
Stewart in ELH 45 483 In the proliferated death scenes of Bleak
ckens brings death as never before into the pages that intervene
e implied oblivion before and after the arc of story, the unvoiced voids
e. (OED Online, n.d.)
on to Aristotle and Freytag, ‘story arc’ is a ghost-like existence, “used
TRADITIONAL NARRATIVES ARE
NO LONGER ABLE TO
ADEQUATELY REPRESENT OUR
COMPLEX REALITY
THE POSTMODERN CONDITION
IS […]
A CRISIS OF REPRESENTATION
Jean-François Lyotard 1979
TRADITIONAL REPRESENTATION
PROVIDE AN OPENING FOR
EXTREMIST PROPAGANDA IN
ITS INABILITY TO CONTAIN
COMPETING NARRATIVES
COMPLEXITY REQUIRES
NEW NARRATIVES
David Rejeski, Heather Chaplin, Robert Olson 2015
THERE IS A NEED FOR
ART TO REFLECT
COMPLEXITY
A SHIFT, […] TOWARDS AN
ART OF SYSTEM AND
PROCESS
Roy Ascott 1964
IDN AS SYSTEMS CAN
REPRESENT AND EVEN
LET US EXPERIENCE
COMPLEXITY
G A M E S A R E [ … ]
ESSENTIALLY SYSTEMIC
Eric Zimmerman 2009
AYITI - THE COST OF LIFE
FIREWATCH
PLAYERS/INTERACTORS
LEARN ABOUT DECISIONS
AND CONSEQUENCES
THE LAST HIJACK
INTERACTIVE
PLAYERS/INTERACTORS
LEARN ABOUT
DIFFERENT
PERSPECTIVES
FORT MCMONEY
IDN ARE TOOLS FOR
COMPLEXITY BY
PROMOTING AND TEACHING
SYSTEMIC THINKING
IDN ENABLE COMPREHENSION BY
TEMPORARILY COGNITIVELY REDUCING
COMPLEXITY, BUT NOT ELIMINATING IT
THIS ENHANCED
COMPREHENSION IS THE
BASIS FOR AN
IMPROVED DISCOURSE
THE ROAD AHEAD
HOW CAN WE MAKE
INTERACTIVE NARRATIVES
BETTER UNDERSTOOD
AND MORE WIDELY USED?
ISSUES
MODELS & FRAMING
DESIGN KNOWLEDGE
EDUCATION
CRITIQUE
APPLICATION
WHERE DO WE
START?
FOUNDATION:
MODELS
THE NATURAL SCIENCES
HAVE WAYS TO
REPRESENT
MULTIPLICITY
80 YEARS AGO, THERE WAS A CAT, SCHRÖDINGER’S CAT
DEAD AND ALIVE AT THE SAME TIME
¨
MANY ADDITIONAL METHODS WERE DEVELOPED EVER SINCE
CYBERNETICS
SYSTEM THEORY
CHAOS THEORY
FUZZY LOGIC
A MODEL FOR IDN
DIFFERENCE TRADITIONAL FORMS AND IDN
Interaction
Computer w/
Software
Output (can be
fixed by recording)
Design/Programming
Creator
IDN
Writing
Author
Output (is fixed)
Book
{Not in
traditional
media
IDN REQUIRES INSTANTIATION
COMPUTER W/SOFTWARE
OUTPUT 1 OUTPUT 2 OUTPUT N
INTERACTION 1 INTERACTION 2 INTERACTION N
PROCESS
SYSTEM
PRODUCTPRODUCT - STORY
SYSTEM - PROTOSTORY
PROCESS - INSTANTIATION
SPP MODEL (KOENITZ 2015)
POTENTIAL
NARRATIVES
INSTANTIATED
NARRATIVES
PERFORMANCE/UX
DESIGN
RECORDED OUTPUT
KOENITZ, H. (2015). TOWARDS A
SPECIFIC THEORY OF INTERACTIVE
DIGITAL NARRATIVE. IN H. KOENITZ, G.
FERRI, M. HAAHR, D. SEZEN, & T. I. SEZEN
(EDS.), INTERACTIVE DIGITAL NARRATIVE
(PP. 91–105). NEW YORK: ROUTLEDGE.
RESEARCH OF THE
PROFESSORSHIP
INTERACTIVE NARRATIVE
DESIGN
DESIGN CONVENTIONS
PEDAGOGY
EXPERIMENTAL PRACTICE
COMPLEXITY NARRATIVES
IDENTIFYING
IDN DESIGN
CONVENTIONS
MEASUREMENT TOOLBOX
EVALUATION OF IDN USER
EXPERIENCES
SELF-REPORT SCALES
BASED ON
ENTERTAINMENT THEORY
CONNECTED TO
MURRAY'S TAXONOMY
(AGENCY, IMMERSION,
TRANSFORMATION)
the term “immersion” – Murray uses the word in a more general
sense of all aspects that let an interactor feel as being transported
to a different reality [22], while in our psychologically-oriented
perspective [27], immersion is only a technical quality of virtual
environments, which is complemented by presence to account for
the perceptible aspects. Thus, in order to connect the two
approaches, decisions have to be made in regards to which
meaning will be adopted for a combined model. This also might
mean to re-name and re-locate existing categories. In the concrete
case of immersion, we adopt Murray’s more general use and re-
locate the technical aspects of immersion (e.g. sensoric input and
system feedback) as part of the usability dimension. Similarly, we
emphasize eudaimonic appreciation as a more inclusive term over
aesthetic pleasantness, which we have used in our earlier work.
Figure 1. Roth’s original categories
3. USER EXPERIENCE DIMENSIONS
We evaluate the IDN user experience on 12 dimensions, which we
group under Murray’s experiential qualities of agency, immersion
sections, we will describe these experience dimensions in more
detail.
Figure 2. Dimensions of user experience
A/B TESTING USING THE MEASUREMENT TOOLBOX
Group A
Group B
Prototype A
Prototype B
Measurement
Comparison
DESIGN CONVENTION: INTRO TEXT TO SCRIPT THE INTERACTOR
The Walking Dead
Life is Strange
Heavy Rain
Until Dawn
ROTH, C., & KOENITZ, H. (2016). EVALUATING THE
USER EXPERIENCE OF INTERACTIVE DIGITAL
NARRATIVE. HTTP://DOI.ORG/
10.1145/2983298.2983302
ROTH, C., & KOENITZ, H. (2017). TOWARDS CREATING
A BODY OF EVIDENCE-BASED INTERACTIVE DIGITAL
NARRATIVE DESIGN KNOWLEDGE: APPROACHES AND
CHALLENGES. HTTP://DOI.ORG/
10.1145/3132361.3133942
KOENITZ, H., ROTH, C., KNOLLER, N., & DUBBELMAN, T. (2018).
“CLEMENTINE WILL REMEMBER THAT” – METHODS TO ESTABLISH
DESIGN CONVENTIONS FOR VIDEO GAME NARRATIVE. PRESENTED
AT THE PROCEEDINGS OF THE 2018 DIGRA INTERNATIONAL
CONFERENCE THE GAME IS THE MESSAGE, TORINO, ITALY.
RETRIEVED FROM HTTP://WWW.DIGRA.ORG/WP-CONTENT/
UPLOADS/DIGITAL-LIBRARY/DIGRA_2018_PAPER_290.PDF
KOENITZ, H., ROTH, C., & DUBBELMAN, T. (2018). ENGAGING THE
COMMUNITY IN COLLECTING INTERACTIVE NARRATIVE DESIGN
CONVENTIONS. PRESENTED AT THE CHIPLAY 2018, MELBOURNE. HTTP://
DOI.ORG/HTTPS://DOI.ORG/
10.1145/3270316.327153310.1145/3132361.3133942
RESEARCH GRANT NL
STIMULERINGSFOND CREATIVE
INDUSTRY IN COLLABORATION WITH
LOCAL GAMES COMPANY WISPFIRE
IDN PEDAGOGY
MINOR INTERACTIVE NARRATIVE DESIGN
FIRST ITERATION OVERSUBSCRIBED
UNLEARN TRADITIONAL
APPROACHES
TOWARDS NARRATIVE
SKILLS, KNOWLEDGE, ATTITUDE
TEACHING METHODS
IN COMPARISON TO TRADITIONAL
NARRATIVE
EDUCATE A NEW
GENERATION OF
IDN DESIGNERS
DUBBELMAN, T., ROTH, C. & KOENITZ, H. (UCOMING)
INTERACTIVE DIGITAL NARRATIVES (IDN) FOR CHANGE:
EDUCATIONAL APPROACHES AND CHALLENGES IN A
PROJECT FOCUSED ON MIGRATION. ICIDS 2018, CHAM:
SPRINGER INTERNATIONAL PUBLISHING
DAIUTE, C., & KOENITZ, H. (2016). WHAT IS SHARED? -
A PEDAGOGICAL PERSPECTIVE ON INTERACTIVE
DIGITAL NARRATIVE AND LITERARY NARRATIVE.
ICIDS2016.
EXPERIMENTAL
PRACTICE
THE MULTIPLE LIVES OF WALTER B. (ELO 2017)
THE INDUSTRY
DUIJN, M. & KOENITZ, H. (2017). BEYOND
THE TIMELINE - A DATA-DRIVEN INTERFACE
FOR INTERACTIVE DOCUMENTARY. HTTP://
DX.DOI.ORG/10.1145/3084289.3089920
STARTED MONTHLY DESIGN
MEETUP
IDN AS
REPRESENTATIONS
OF COMPLEXITY
INVESTIGATING
NARRATIVE
COMPLEXITY
KNOLLER, N. (2019). COMPLEXITY AND THE
USERLY TEXT. IN M. GRISHAKOVA, & M.
POULAKI (EDS.), NARRATIVE COMPLEXITY:
EXPERIENTIAL AND COGNITIVE INTERFACES.
LINCOLN, NEBRASKA: UNIVERSITY OF
NEBRASKA PRESS.
CA 18230 INDCOR INTERACTIVE NARRATIVE
DESIGN FOR COMPLEXITY REPRESENTATIONS
(STARTED DECEMBER 6, 2019, AVERAGE
GRANT AMOUNT 500.000 EUROS)
CURRENTLY 80 MEMBERS, 31 COUNTRIES
WRAP UP
IDN ARE
(SYSTEMIC)
REPRESENTATIONS
OF COMPLEXITY
IDN
PROMOTE SYSTEMIC
THINKING
IDN
ARE KEY TO ENABLE
DISCOURSE ON
COMPLEX TOPICS
MAKING THEM AND
UNDERSTANDING THEM
IS AN ONGOING
CHALLENGE
LET’S WORK ON IT
TOGETHER
ARDIN
ASSOCIATION FOR RESEARCH IN DIGITAL
INTERACTIVE NARRATIVES
HTTP://ARDIN.ONLINE
THANK YOU
HARTMUT.KOENITZ@HKU.NL
@HKOENITZ
HTTP://GAMESANDNARRATIVE.NET
HTTP://HKU.NL/IND

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Representing Complexity in Interactive Digital Narratives

  • 1. REPRESENTATIONS OF COMPLEXITY- INTERACTIVE DIGITAL NARRATIVES ENABLING DISCOURSE FOR THE 21ST CENTURY- STOCKHOLM, 12.2.2020 HARTMUT KOENITZ @HKOENITZ
  • 2. OR - WHY WE NEED INTERACTIVE DIGITAL NARRATIVE AND WHAT WE NEED RESEARCH ON
  • 3. INTERACTIVE DIGITAL NARRATIVE (IDN) WHAT IT IS A DIFFERENT KIND OF NARRATIVE ITS PARTICULAR ROLE REPRESENTATIONS OF COMPLEXITY THE ROAD AHEAD ASPECTS TO WORK ON
  • 7. 40 PEER-REVIEWED PUBLICATIONS 10 KEYNOTES 2 PANELS 1 ART PIECE IN JURIED EXHIBITION Publications 2019 • Koenitz, H. & Roth, C. (2019). Bandersnatch, Yea or Nay? Reception and User Experience of an Interactive Digital Narrative Video. Publications 2018 • Koenitz, H. (2018). What Game Narrative Are We Talking About? An Ontological Mapping of the Foundational Canon of Interactive Narrative Forms. Arts, 7(4), 51 • Koenitz, H., Roth, C., Dubbelman, T., & Knoller, N. (2018). Interactive Narrative Design beyond the Secret Art Status: A Method to Verify Design Conventions for Interactive Narrative. Materialities of Literature, 6(1), 107–119. • Koenitz, H. (2018). Thoughts on a Discipline for the Study of Interactive Digital Narratives. ICIDS 2018, Proceedings (pp. 36–49). Cham: Springer International Publishing. • Di Pastena, A., Jansen, D., de Lint, B., & Moss, A. (2018). “The Link Out.” In Technologies for Interactive Digital Storytelling and Entertainment (7 ed., Vol. 11318, pp. 206–216). Cham: Springer International Publishing. • Roth, C., van Nuenen, T., & Koenitz, H. (2018). Ludonarrative Hermeneutics: A Way Out and the Narrative Paradox. In R. Rouse, H. Koenitz, & M. Haahr (Eds.), ICIDS 2018, Proceedings (pp. 93–106). Cham: Springer International Publishing. • Koenitz, H., Di Pastena, A., Jansen, D., de Lint, B., & Moss, A. (2018). The Myth of “Universal” Narrative Models. ICIDS 2018, Proceedings (pp. 107–120). Cham: Springer International Publishing. • Shibolet, Y., Knoller, N., & Koenitz, H. (2018). A Framework for Classifying and Describing Authoring Tools for Interactive Digital Narrative. ICIDS 2018, Proceedings (pp. 523–533). Cham: Springer International Publishing. • Koenitz, H., Dubbelman, T., Knoller, N., Roth, C., Haahr, M., Sezen, D., & Sezen, T. I. (2018). Card-Based Methods in Interactive Narrative Prototyping. ICIDS 2018, Proceedings (pp. 552–555). Cham: Springer International Publishing. • Dubbelman, T., Roth, C., & Koenitz, H. (2018). Interactive Digital Narratives (IDN) for Change: Educational Approaches and Challenges in a Project Focused on Migration. ICIDS 2018, Proceedings (pp. 591–602). Cham: Springer International Publishing. • Koenitz, H., Roth, C., & Dubbelman, T. (2018). Creating and Sharing Interactive Narrative Design Knowledge – A Multipronged Approach. ICIDS 2018, Proceedings (pp. 165–170). Cham: Springer International Publishing. (Best poster award) • Koenitz, H., Roth, C., Mekler, D., Björk, S., Lankoski, P., Palosaari Eladhari, M., Medler, B. (2018) Methods, History, and Impact - Directions in Game Design Research. In: GER-18: New Research Perspectives on Game Design and Development Education. Melbourne. • Koenitz, H., Roth, C., & Dubbelman, T. (2018). Engaging the Community in Collecting Interactive Narrative Design Conventions. ChiPlay 2018. • Koenitz, H., Roth, C., Dubbelman, T., & Knoller, N. (2018) “Clementine will remember that” – Methods to Establish Design Conventions for Video Game Narrative, DIGRA 2018, Torino, Italy. Publications 2017 • Koenitz, H., Roth, C., Dubbelman, T., & Knoller, N. (2017). What is a Convention in Interactive Narrative Design? Icids, 10690 (Chapter 29), 295–298. • Vosmeer, M., Roth, C., & Koenitz, H. (2017). Who Are You? Voice-Over Perspective in Surround Video. Icids, 10690 (4), 221–232. • Dubbelman, T. (2017). Repetition, Reward and Mastery: The Value of Game Design Patterns for the Analysis of Narrative Game Mechanics. In Technologies for Interactive Digital Storytelling and Entertainment (Vol. 10690, pp. 286–289). Cham: Springer International Publishing. • Roth, C., & Koenitz, H. (2017). Towards Creating a Body of Evidence-based Interactive Digital Narrative Design Knowledge: Approaches and Challenges. Presented at AltMM'17, Mountain View, CA. • Duijn, M., Koenitz, H., Beyond the Timeline: a Data-Driven Interface for Interactive Documentary, in proceedings ACMTVX 2017 • Koenitz, H., The ‘Story Arc’- a Ghost of Narrative Game Design, in proceedings DIGRA conference 2017 • Koenitz, H., Beyond “Walking Simulators” – Games as the Narrative Avant-Garde, in proceedings DIGRA conference 2017 • Koenitz, H., The SPP Model - Theorizing Frasca’s narrativist Approach Towards Interactive narrative, in proceedings ELO conference 2017 • Roth, C., Beyond Geheimkunst: A Process to Verify Design Conventions for Digital Forms of narration, in proceedings ELO conference 2017 • Roth, C., Ferri, G., Haahr, M., In- depth Analysis of Interactive Digital narrative, workshop and proceedings of ELO conference 2017 • Knoller, N. (in press). Complexity and the Userly Text. In M. Grishakova, & M. Poulaki (Eds.), Narrative complexity: experiential and cognitive interfaces. Lincoln, Nebraska: University of Nebraska Press. Publications 2016 • Koenitz, H., Dubbelman, T., Knoller, N., & Roth, C. (2016). An Integrated and Iterative Research Direction for Interactive Digital Narrative. In F. Nack & A. S. Gordon (Eds.), Interactive Storytelling (Vol. 10045, pp. 51–60). Cham: Springer International • Dubbelman, T. (2016). Narrative Game Mechanics. In F. Nack & A. S. Gordon (Eds.), Interactive Storytelling (Vol. 10045, pp. 39–50). Springer International Publishing.  • Daiute, C., & Koenitz, H. (2016). What is Shared? - A Pedagogical Perspective on Interactive Digital Narrative and Literary Narrative. In Interactive Storytelling (Vol. 10045, pp. 407–410). Cham: Springer, Cham • Roth, C., & Koenitz, H. (2016). Evaluating the User Experience of Interactive Digital Narrative (pp. 31–36). AltMM’16, New York, New York, USA: ACM Press
  • 10. [IDN IS AN] EXPRESSIVE NARRATIVE FORM IN DIGITAL MEDIA IMPLEMENTED AS A COMPUTATIONAL SYSTEM [...] AND EXPERIENCED THROUGH A PARTICIPATORY PROCESS Koenitz, 2015
  • 11. INTERACTIVE DIGITAL NARRATIVE (IDN) IS NOTONEFORM IDN ENCOMPASSES A RANGE OF MANIFESTATIONS, INCLUDING NARRATIVE VIDEO GAMES, INTERACTIVE DOCUMENTARIES, JOURNALISTIC INTERACTIVES, AR/VR EXPERIENCES…
  • 13. IDN All narrative is like the novel (or movie) IDN is not like the novelIDN is bad, because THE CIRCULAR LOGIC AGAINST IDN IDN does not fulfil the expectations of the novel
  • 14. VIDEO GAMES ARE BETTER WITHOUT STORIES. FILM, TELEVISION, AND LITERATURE ALL TELL THEM BETTER. Ian Bogost, 2017
  • 16. YES. TRADITIONAL MEDIA IS BETTER AT TELLING TRADITIONAL STORIES
  • 17. NO. IDN IS ABOUT DIFFERENT KINDS OF NARRATIVES.
  • 20. GAMES RESIST MANY OF THE MORE COMPLEX THEMES WE CAN IMAGINE, SUCH AS LOVE, AMBITION, AND SOCIAL CONFLICT, BECAUSE THEY ARE NOT EASILY IMPLEMENTED IN RULES Jesper Juul, 2005
  • 22. HOWEVER - GAMES AND NARRATIVE DO NOT MIX?
  • 23. THE NARRATOLOGY VS. LUDOLOGY DEBATE (2001-2005?)
  • 24. THE NARRATOLOGY VS. LUDOLOGY DEBATE (2001-2005?) ENTRENCHED THE EUROCENTRIC & TRADITIONAL UNDERSTANDING OF NARRATIVE
  • 25. THE NARRATOLOGY VS. LUDOLOGY DEBATE (2001-2005?) IGNORED CONTEMPORARY DEVELOPMENTS IN NARRATOLOGY
  • 26. THE NARRATOLOGY VS. LUDOLOGY DEBATE (2001-2005?) POSITIONED INTERACTIVE NARRATIVE AS A SCHEME TO REFORM GAMES
  • 28. NEITHER ( ) IDN ARE NEW TYPES OF NARRATIVE (AND THAT’S OK) AND STOP THE F… COMPARISON
  • 29. IDNS ARE NEITHER DEFICIENT MOVIES NOR DEFICIENT GAMES AGAIN: IDNS ARE NEW TYPES OF NARRATIVE (AND THAT’S STILL OK)
  • 31. NARRATIVE [IS] A FORGIVING, FLEXIBLE COGNITIVE FRAME FOR CONSTRUCTING, COMMUNICATING, AND RECONSTRUCTING MENTALLY PROJECTED WORLDS David Herman, 2002
  • 32. NARRATIVE IS A COGNITIVE FUNCTION FOR SENSE-MAKING IT IS NOT TIED TO A SPECIFIC FORM
  • 33. THE SPACE OF NARRATIVE NOVEL DOCUMENTARY NEWSPAPER ARTICLE KISHOTENKETSU MOVIE AFRICAN ORAL STORYTELLING ABORIGINAL STORYTELLING IDN …
  • 34. MANY FORMS OF NARRATIVES EXIST THAT DIFFER FROM THE (MAINSTREAM) EUROCENTRIC MODEL
  • 36. CECI N’EST PASUN MODÈLE NARRATIF UNIVERSEL Figure 2: Story arc in Computers as Thea 1991) esort to a historical approach. And indeed, the
  • 37. KOENITZ, H., DI PASTENA, A., JANSEN, D., DE LINT, B., MOSS, A. (UPCOMING) THE MYTH OF ‘UNIVERSAL’ NARRATIVE MODELS: EXPANDING THE DESIGN SPACE OF NARRATIVE STRUCTURES FOR IDN, ICIDS 2018, CHAM: SPRINGER INTERNATIONAL PUBLISHING 4.2 Bengali Widow’s Narratives The Bengali Widow’s narrative structure either raises after the climax to a tragic outcome, when the protagonist is abandoned by her family, or folds back to see the protagonist becoming the antagonist to her son’s bride. We derived this narrative structure (Fig. 2) from the comparison of different nar- ratives that circulate among the West Bengal population that focus on the powerless- ness of the displaced widowed mother. In so doing, they provide a critical perspective on the status of the apparent stability women are assumed to have acquired upon marriage, which comes into question in West Bengal after the death of their spouse, especially if their children have already reached adulthood by that time [50]. Therefore, the Bengali widowed mother narrative wants to illustrate a less romanticized reality which many women face. At first sight, this narrative structure is reminiscent of the dramatic arc, however there is a crucial variation that is connected to the ‘themes’ of the narrative. The climax is not followed by a phase of dénouement; rather, the tension keeps growing, either with the narrative looping back on itself if the widowed mother becomes the antagonist (the mother-in-law) for the bride of her son – effectively repeating the cycle from marriage to close – or, by continuing forward to show the abandonment of the mother by her sons after the death of her husband, will end in a climax where her sons and daughters-in-law leave her beggared and alone. What is notable here is the underlying tension between the mother’s expectations for how her sacrifices for her children will be repaid in the future and the reality of widowhood, as well as her gradually shifting role from protagonist to antagonist in the eyes of the younger generation of brides. Having two variants in a narrative is an aspect that can be made productive for IDN, as the different outcomes can be connected to players’ choices. In addition, IDN could add additional varieties, e.g. an outcome in which the widow becomes a good friend and trusted advisor of the next generation of women. Fig. 1. Etiological structure The Myth of ‘Universal’ Narrative Models 7 4.3 Ganga Comics This structure is based on adaptations of Indian mythology in comics, in which the solution to one conflict also immediately causes the next conflict to arise. The “Ganga” [52] comic provides another interesting narrative structure to study (Fig. 3). The “Ganga” comic is derived from the Amar Chitra Katha (ACK), an illustrated comic series depicting hundreds of tales from the Rāmāyaṇa, Mahābhārata, Panchanatra, and Vasavadatta, alongside a host of other plays, epics, and romances across the Indian subcontinent. This particular story stems from the Mahābhārata, a collection of mythological and instructive stories that revolve around a main narrative that recounts the power struggle between two groups of cousins, namely the Kauravas and the Pandavas. The Mahābhārata represents a seminal text for the growth of Hinduism, and it is understood as both Dharma (moral law) and Itihasa (history) [53]. The “Ganga” comic is a particular variety of this narrative that utilizes the affordances of its medium. The narrative structure is arranged as a negotiation between the two poles of ‘responsibility’ and ‘consequence’. The narrative begins with an initial instigating action (IA), which would have specific consequences (C1). The next step involves the search of a solution (S1), that eventually results in a sort of resolution (R1), which however would have other ongoing consequences (C2). These further consequences would begin the next part of the narrative, as the secondary instigation for further action, escalating and repeating until all major consequences are resolved. The “Ganga” comic narrative structure is characterized by a cumulative pattern, in which the consequences of the solution to each problem affect the overall narrative. This aspect also aligns well with the affordances of IDN; the idea of player choice affecting the problems/conflicts they will encounter later in the story is a powerful one with much potential for the creation of many individually different narratives from the same system. Fig. 2. West Bengali widow narratives 8 H. Koenitz et al. AuthorProof 4.4 Sīra Narratives Sīra narratives (Fig. 4) recount the circle of life and death of a Bedouin community known as the Banī Hilāl tribe. These narratives have the purpose of preserving the memory of brave warriors who vanished as the tribe achieved peace through struggle. More specifically, they narrate the adventures of the tribe as it traveled toward Tunisia in search of new pasturages. They feature an ‘accurate’ historical frame of the migration and conquest, while the actual narratives are “a series of intricate tales built on tension among a constellation of central characters” [54], involving several key male roles playing opposite a single female lead role. The life of the Bedouin tribe is organized in a “pattern of repeating cycles” [54], which organize the progression of episodes as journeys, from the protagonists’ birth to their death. Each episode narrates a journey, with varying characters and changing composition of events; the different and unique premises of every episode emphasize the significance of each individual journey. The dual nature of the ‘journey theme’, understood both as the search of new life and as war campaign, “sets up a vital tension of opposites”, such as “famine-plenty, desert-pasture land, war-peace, life-death” [54]. Fig. 3. Ganga comics The Myth of ‘Universal’ Narrative Models 9 4.5 Epiphanic Structure This original structure features a cycle of conflict designed to create a moment of epiphany, which causes the player/interactor to suddenly understand the events of the narrative in a different light, and subsequently explores the narative again from the beginning to discover the consequences of this revelation. While alternatives to established narrative structures have been discussed before, these discussions frequently lack a structural analysis. Moreover, established narrative structures like the Hero’s Journey are gleaned from the analysis of linear, fixed media with no regard for the participatory aspect of interactive narrative. In contrast, the above structure (Fig. 5) is inspired by and partially based on the analysis of two playthrough sessions of PlatinumGames’ 2017 action game NieR:Automata [56], in which players see the same events twice, but through the eyes of each of the two protagonists. Fig. 4. Sīra structure (Connelly 1973) 10 H. Koenitz et al. AuthorProof The first playthrough builds up to an epiphany, a realization or retrospective moment that radically re-contextualizes the events of that playthrough; the second playthrough then has players experience those same events with that epiphany in mind, which causes a (presumed) significant shift in the meaning that the player ascribes to their own actions and the actions of the protagonists. Another game that can be said to follow this structure is Paper Dino’s Save the Date [57]. The structure can be described as follows: 1. Opening: the introduction of the storyworld; 2. Cycle(s) of Conflict (CoC): the protagonist(s) face(s) challenges – physical, battles and treasure hunts; emotional, relationships with other characters/actors; mental, piecing together clues about the storyworld’s backstory – and overcome(s) them (or not); 3. Culmination: the fulfilment of the CoC’s narrative purpose, its result; 4. Epiphany: a realization or retrospective moment, as a consequence of the culmi- nation, that radically re-contextualizes the events of the CoC; 5. (optional) Post-epiphanic Replay(s): the implicitly or explicitly acknowledged rep- Fig. 5. Epiphanic structure The Myth of ‘Universal’ Narrative Models 11 AuthorProof
  • 38. IDN IS POSSIBLE - WHAT IS IT GOOD FOR?
  • 41. I’M FROM THE COUNTRY OF THE CHANGING NARRATIVE
  • 42. GERMAN HISTORY IS UNLIKE ANY OTHER [ … ] NO COHERENT, OVER-ARCHING NARRATIVE CAN BE CONSTRUCTED FOR IT; THE JIGSAW PIECES DO NOT FIT TOGETHER British Museum Curator Neil MacGregor 2016
  • 43. THERE IS ALSO AN ALTERNATE REALITY MACHINE THERE THE STASI ARCHIVES
  • 44. HISTORICAL / POLITICAL NARRATIVES ARE NOT FACTS, THEY ARE CONSTRUCTED
  • 45.
  • 46.
  • 47. YES, WE ALL KNOW THAT THE BIAS PROBLEM THE FILTER BUBBLE
  • 49. IDEOLOGY AND HIDDEN FACTS ARE NOT THE ONLY PROBLEMS
  • 52. WE KNOW WE LIVE IN A COMPLEX WORLD
  • 53. WE DO HAVE SOME SYSTEMIC UNDERSTANDING
  • 54. WE KNOW WE SHOULD NOT FEED THE DUCKS ALLIGATORS
  • 55.
  • 57. WHEN IT COMES TO MANY PRESSING PROBLEMS, WE FALL BACK TO IMMUTABLE NON-COMPLEX NARRATIVES
  • 58.
  • 59.
  • 60. CANNOT REPRESENT gure 2: Story arc in Computers as Theatre (Laurel, 91) o a historical approach. And indeed, the Oxford English Dictionary n answer. It lists the first proper occurrence as “arc of story” in 1978: Stewart in ELH 45 483 In the proliferated death scenes of Bleak ckens brings death as never before into the pages that intervene e implied oblivion before and after the arc of story, the unvoiced voids e. (OED Online, n.d.) on to Aristotle and Freytag, ‘story arc’ is a ghost-like existence, “used
  • 61. TRADITIONAL NARRATIVES ARE NO LONGER ABLE TO ADEQUATELY REPRESENT OUR COMPLEX REALITY
  • 62. THE POSTMODERN CONDITION IS […] A CRISIS OF REPRESENTATION Jean-François Lyotard 1979
  • 63. TRADITIONAL REPRESENTATION PROVIDE AN OPENING FOR EXTREMIST PROPAGANDA IN ITS INABILITY TO CONTAIN COMPETING NARRATIVES
  • 64.
  • 65. COMPLEXITY REQUIRES NEW NARRATIVES David Rejeski, Heather Chaplin, Robert Olson 2015
  • 66.
  • 67. THERE IS A NEED FOR ART TO REFLECT COMPLEXITY
  • 68. A SHIFT, […] TOWARDS AN ART OF SYSTEM AND PROCESS Roy Ascott 1964
  • 69. IDN AS SYSTEMS CAN REPRESENT AND EVEN LET US EXPERIENCE COMPLEXITY
  • 70. G A M E S A R E [ … ] ESSENTIALLY SYSTEMIC Eric Zimmerman 2009
  • 71. AYITI - THE COST OF LIFE
  • 77. IDN ARE TOOLS FOR COMPLEXITY BY PROMOTING AND TEACHING SYSTEMIC THINKING
  • 78. IDN ENABLE COMPREHENSION BY TEMPORARILY COGNITIVELY REDUCING COMPLEXITY, BUT NOT ELIMINATING IT
  • 79. THIS ENHANCED COMPREHENSION IS THE BASIS FOR AN IMPROVED DISCOURSE
  • 81. HOW CAN WE MAKE INTERACTIVE NARRATIVES BETTER UNDERSTOOD AND MORE WIDELY USED?
  • 82. ISSUES MODELS & FRAMING DESIGN KNOWLEDGE EDUCATION CRITIQUE APPLICATION
  • 85. THE NATURAL SCIENCES HAVE WAYS TO REPRESENT MULTIPLICITY
  • 86. 80 YEARS AGO, THERE WAS A CAT, SCHRÖDINGER’S CAT DEAD AND ALIVE AT THE SAME TIME ¨
  • 87. MANY ADDITIONAL METHODS WERE DEVELOPED EVER SINCE CYBERNETICS SYSTEM THEORY CHAOS THEORY FUZZY LOGIC
  • 88. A MODEL FOR IDN
  • 89. DIFFERENCE TRADITIONAL FORMS AND IDN Interaction Computer w/ Software Output (can be fixed by recording) Design/Programming Creator IDN Writing Author Output (is fixed) Book {Not in traditional media
  • 90. IDN REQUIRES INSTANTIATION COMPUTER W/SOFTWARE OUTPUT 1 OUTPUT 2 OUTPUT N INTERACTION 1 INTERACTION 2 INTERACTION N
  • 91. PROCESS SYSTEM PRODUCTPRODUCT - STORY SYSTEM - PROTOSTORY PROCESS - INSTANTIATION SPP MODEL (KOENITZ 2015) POTENTIAL NARRATIVES INSTANTIATED NARRATIVES PERFORMANCE/UX DESIGN RECORDED OUTPUT
  • 92. KOENITZ, H. (2015). TOWARDS A SPECIFIC THEORY OF INTERACTIVE DIGITAL NARRATIVE. IN H. KOENITZ, G. FERRI, M. HAAHR, D. SEZEN, & T. I. SEZEN (EDS.), INTERACTIVE DIGITAL NARRATIVE (PP. 91–105). NEW YORK: ROUTLEDGE.
  • 96. MEASUREMENT TOOLBOX EVALUATION OF IDN USER EXPERIENCES SELF-REPORT SCALES BASED ON ENTERTAINMENT THEORY CONNECTED TO MURRAY'S TAXONOMY (AGENCY, IMMERSION, TRANSFORMATION) the term “immersion” – Murray uses the word in a more general sense of all aspects that let an interactor feel as being transported to a different reality [22], while in our psychologically-oriented perspective [27], immersion is only a technical quality of virtual environments, which is complemented by presence to account for the perceptible aspects. Thus, in order to connect the two approaches, decisions have to be made in regards to which meaning will be adopted for a combined model. This also might mean to re-name and re-locate existing categories. In the concrete case of immersion, we adopt Murray’s more general use and re- locate the technical aspects of immersion (e.g. sensoric input and system feedback) as part of the usability dimension. Similarly, we emphasize eudaimonic appreciation as a more inclusive term over aesthetic pleasantness, which we have used in our earlier work. Figure 1. Roth’s original categories 3. USER EXPERIENCE DIMENSIONS We evaluate the IDN user experience on 12 dimensions, which we group under Murray’s experiential qualities of agency, immersion sections, we will describe these experience dimensions in more detail. Figure 2. Dimensions of user experience
  • 97. A/B TESTING USING THE MEASUREMENT TOOLBOX Group A Group B Prototype A Prototype B Measurement Comparison
  • 98. DESIGN CONVENTION: INTRO TEXT TO SCRIPT THE INTERACTOR The Walking Dead Life is Strange Heavy Rain Until Dawn
  • 99. ROTH, C., & KOENITZ, H. (2016). EVALUATING THE USER EXPERIENCE OF INTERACTIVE DIGITAL NARRATIVE. HTTP://DOI.ORG/ 10.1145/2983298.2983302 ROTH, C., & KOENITZ, H. (2017). TOWARDS CREATING A BODY OF EVIDENCE-BASED INTERACTIVE DIGITAL NARRATIVE DESIGN KNOWLEDGE: APPROACHES AND CHALLENGES. HTTP://DOI.ORG/ 10.1145/3132361.3133942
  • 100. KOENITZ, H., ROTH, C., KNOLLER, N., & DUBBELMAN, T. (2018). “CLEMENTINE WILL REMEMBER THAT” – METHODS TO ESTABLISH DESIGN CONVENTIONS FOR VIDEO GAME NARRATIVE. PRESENTED AT THE PROCEEDINGS OF THE 2018 DIGRA INTERNATIONAL CONFERENCE THE GAME IS THE MESSAGE, TORINO, ITALY. RETRIEVED FROM HTTP://WWW.DIGRA.ORG/WP-CONTENT/ UPLOADS/DIGITAL-LIBRARY/DIGRA_2018_PAPER_290.PDF KOENITZ, H., ROTH, C., & DUBBELMAN, T. (2018). ENGAGING THE COMMUNITY IN COLLECTING INTERACTIVE NARRATIVE DESIGN CONVENTIONS. PRESENTED AT THE CHIPLAY 2018, MELBOURNE. HTTP:// DOI.ORG/HTTPS://DOI.ORG/ 10.1145/3270316.327153310.1145/3132361.3133942
  • 101. RESEARCH GRANT NL STIMULERINGSFOND CREATIVE INDUSTRY IN COLLABORATION WITH LOCAL GAMES COMPANY WISPFIRE
  • 103. MINOR INTERACTIVE NARRATIVE DESIGN FIRST ITERATION OVERSUBSCRIBED
  • 105. SKILLS, KNOWLEDGE, ATTITUDE TEACHING METHODS IN COMPARISON TO TRADITIONAL NARRATIVE
  • 106. EDUCATE A NEW GENERATION OF IDN DESIGNERS
  • 107. DUBBELMAN, T., ROTH, C. & KOENITZ, H. (UCOMING) INTERACTIVE DIGITAL NARRATIVES (IDN) FOR CHANGE: EDUCATIONAL APPROACHES AND CHALLENGES IN A PROJECT FOCUSED ON MIGRATION. ICIDS 2018, CHAM: SPRINGER INTERNATIONAL PUBLISHING DAIUTE, C., & KOENITZ, H. (2016). WHAT IS SHARED? - A PEDAGOGICAL PERSPECTIVE ON INTERACTIVE DIGITAL NARRATIVE AND LITERARY NARRATIVE. ICIDS2016.
  • 109. THE MULTIPLE LIVES OF WALTER B. (ELO 2017)
  • 111. DUIJN, M. & KOENITZ, H. (2017). BEYOND THE TIMELINE - A DATA-DRIVEN INTERFACE FOR INTERACTIVE DOCUMENTARY. HTTP:// DX.DOI.ORG/10.1145/3084289.3089920
  • 115. KNOLLER, N. (2019). COMPLEXITY AND THE USERLY TEXT. IN M. GRISHAKOVA, & M. POULAKI (EDS.), NARRATIVE COMPLEXITY: EXPERIENTIAL AND COGNITIVE INTERFACES. LINCOLN, NEBRASKA: UNIVERSITY OF NEBRASKA PRESS.
  • 116. CA 18230 INDCOR INTERACTIVE NARRATIVE DESIGN FOR COMPLEXITY REPRESENTATIONS (STARTED DECEMBER 6, 2019, AVERAGE GRANT AMOUNT 500.000 EUROS) CURRENTLY 80 MEMBERS, 31 COUNTRIES
  • 120. IDN ARE KEY TO ENABLE DISCOURSE ON COMPLEX TOPICS
  • 121. MAKING THEM AND UNDERSTANDING THEM IS AN ONGOING CHALLENGE
  • 122. LET’S WORK ON IT TOGETHER
  • 123.
  • 124. ARDIN ASSOCIATION FOR RESEARCH IN DIGITAL INTERACTIVE NARRATIVES HTTP://ARDIN.ONLINE