Combining Storytelling Tradition and Pervasive Gaming

In recent years storytelling has gone through various attempts of renaissance, thanks to a recreational storytelling revivalist movement, which has not been largely successful. Pervasive gaming is an all-encompassing branch in gaming and has the potential to reach a large amount of people. Moreover, it provides a way to mix modern society with age-old traditions like storytelling. This paper describes the development of a small scale pervasive game embedding at the same time social and improvisational features and the use of this game by amateur storytellers. The game, Props, aims to take storytelling from oblivion to modern urban environments.

[1]  Polina V. Vinogradova,et al.  “Listen to My Story and You Will Know Me”: Digital Stories as Student‐Centered Collaborative Projects , 2011 .

[2]  Richard Wetzel,et al.  ARe mobile mixed reality games pervasive , 2011 .

[3]  Annika Waern,et al.  Pervasive Games: Theory and Design , 2009 .

[4]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[5]  Stuart MacFarlane,et al.  Using the fun toolkit and other survey methods to gather opinions in child computer interaction , 2006, IDC '06.

[6]  George Papagiannakis,et al.  Mixing virtual and real scenes in the site of ancient Pompeii , 2005, Comput. Animat. Virtual Worlds.

[7]  John Sharry,et al.  An evaluation of the integrated use of a multimedia storytelling system within a psychotherapy intervention for adolescents. , 2006, CHI EA '06.

[8]  Liselott Brunnberg,et al.  Believable environments: generating interactive storytelling in vast location-based pervasive games , 2006, ACE '06.

[9]  J. Michael Moshell,et al.  Interactive Performance: Dramatic Improvisation in a Mixed Reality Environment for Learning , 2011, HCI.

[10]  Thomas Hillman,et al.  Instagram at the museum: communicating the museum experience through social photo sharing , 2013, CHI.

[11]  Matt Jones,et al.  PicoTales: collaborative authoring of animated stories using handheld projectors , 2012, CSCW.

[12]  Marc Cavazza,et al.  Exploring the usability of immersive interactive storytelling , 2010, VRST '10.

[13]  Masanori Sugimoto,et al.  A storytelling support system using robots and handheld projectors , 2008, IDC.

[14]  Justine Cassell,et al.  Making Space for Voice: Technologies to Support Children’s Fantasy and Storytelling , 2001, Personal and Ubiquitous Computing.

[15]  Chen Yan,et al.  Player Feedback Evaluation: Indicating Mass Public Potential for Pervasive Games , 2009, ICEC.

[16]  Shigenori Inagaki,et al.  GENTORO: a system for supporting children's storytelling using handheld projectors and a robot , 2009, IDC.

[17]  Athena Vakali,et al.  Towards a User-Aware Virtual Museum , 2011, 2011 Third International Conference on Games and Virtual Worlds for Serious Applications.

[18]  Bruce H. Thomas,et al.  A survey of visual, mixed, and augmented reality gaming , 2012, CIE.

[19]  Annika Wærn,et al.  Prosopopeia: experiences from a pervasive Larp , 2006, ACE '06.

[20]  C. Davis,et al.  Coping With Trauma Through Fictional Narrative Ethnography: A Primer , 2011 .

[21]  Simon Heywood Informant disavowal and the interpretation of storytelling revival , 2004 .

[22]  Joe Marshall,et al.  Ubikequitous computing: designing interactive experiences for cyclists , 2009, Mobile HCI.

[23]  Marko Jurmu,et al.  This is not classified: everyday information seeking and encountering in smart urban spaces , 2011, Personal and Ubiquitous Computing.

[24]  Dan Jensen,et al.  Location-based storytelling in the urban environment , 2008, OZCHI '08.

[25]  A. Zehetner Why fairy tales are still relevant to today's children , 2013, Journal of Paediatrics and Child Health.

[26]  Daniel Schuster,et al.  Step by step vs. catch me if you can — On the benefit of rounds in location-based games , 2012, 2012 IEEE International Conference on Pervasive Computing and Communications Workshops.

[27]  Eva Nieuwdorp,et al.  The pervasive discourse: an analysis , 2007, CIE.

[28]  Jiebo Luo,et al.  Social group suggestion from user image collections , 2010, WWW '10.

[29]  Alan R. Hevner,et al.  The Three Cycle View of Design Science , 2007, Scand. J. Inf. Syst..

[30]  Daniel R. George,et al.  An Arts-Based Intervention at a Nursing Home to Improve Medical Students’ Attitudes Toward Persons With Dementia , 2013, Academic medicine : journal of the Association of American Medical Colleges.

[31]  Damien Stankiewicz ANTHROPOLOGY AND FICTION: An Interview with Amitav Ghosh , 2012 .

[32]  Brian O'Neill,et al.  A Knowledge-Based Framework for the Collaborative Improvisation of Scene Introductions , 2011, ICIDS.

[33]  Nicolas Szilas,et al.  Propositions for Innovative Forms of Digital Interactive Storytelling Based on Narrative Theories and Practices , 2012, Trans. Edutainment.

[34]  Francesca Polletta,et al.  The Sociology of Storytelling , 2011 .

[35]  Azucena García-Palacios,et al.  Treating anxiety disorders with virtual reality exposure therapy. , 2012 .

[36]  Justine Cassell,et al.  Virtual peers as partners in storytelling and literacy learning , 2003, J. Comput. Assist. Learn..

[37]  Staking a small claim for fictional narratives in social and educational research , 2011 .

[38]  A. Kaplan,et al.  Users of the world, unite! The challenges and opportunities of Social Media , 2010 .

[39]  R. A. Georges Toward an Understanding of Storytelling Events , 1969 .

[40]  Elinor Ochs,et al.  Living Narrative: Creating Lives in Everyday Storytelling , 2001 .

[41]  Yu Li,et al.  An interactive 3D exploration narrative interface for storytelling , 2004, IDC '04.

[42]  Giuseppe Riva,et al.  From the body to the tools and back: A general framework for presence in mediated interactions , 2012, Interact. Comput..

[43]  Nick Couldry,et al.  Mediatization or mediation? Alternative understandings of the emergent space of digital storytelling , 2008, New Media Soc..

[44]  N.A.D. Connell,et al.  Co-creating stories: Collaborative experiments in storytelling , 2010 .

[45]  Jesper Kjeldskov,et al.  Augmenting the City with Fiction: Fictional Requirements for Mobile Guides , 2007 .

[46]  Silviu Butnariu,et al.  VIRTUAL RESTORATION OF DETERIORATED RELIGIOUS HERITAGE OBJECTS USING AUGMENTED REALITY TECHNOLOGIES , 2013 .

[47]  Krzysztof Walczak Building Configurable 3D Web Applications with Flex-VR , 2012, Interactive 3D Multimedia Content.

[48]  Wei Liu,et al.  Human Pacman: a mobile, wide-area entertainment system based on physical, social, and ubiquitous computing , 2004, Personal and Ubiquitous Computing.

[49]  Sharalyn Orbaugh,et al.  Kamishibai and the Art of the Interval , 2012 .

[50]  Marc Lamont Hill,et al.  Wounded Healing: Forming a Storytelling Community in Hip-Hop Lit , 2009, Teachers College Record: The Voice of Scholarship in Education.

[51]  Joe Pulizzi,et al.  The Rise of Storytelling as the New Marketing , 2012 .