University of Hertfordshire

By the same authors

Author-Driven Approaches to Computational Narrative Design for Games

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Standard

Author-Driven Approaches to Computational Narrative Design for Games. / Tree, David John; Malizia, Alessio.

Human-Computer Interaction. Perspectives on Design - Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings. ed. / Masaaki Kurosu. Springer Verlag, 2019. p. 571-584 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 11566 LNCS).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Harvard

Tree, DJ & Malizia, A 2019, Author-Driven Approaches to Computational Narrative Design for Games. in M Kurosu (ed.), Human-Computer Interaction. Perspectives on Design - Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 11566 LNCS, Springer Verlag, pp. 571-584, Thematic Area on Human Computer Interaction, HCI 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019, Orlando, United States, 26/07/19. https://doi.org/10.1007/978-3-030-22646-6_43

APA

Tree, D. J., & Malizia, A. (2019). Author-Driven Approaches to Computational Narrative Design for Games. In M. Kurosu (Ed.), Human-Computer Interaction. Perspectives on Design - Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings (pp. 571-584). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 11566 LNCS). Springer Verlag. https://doi.org/10.1007/978-3-030-22646-6_43

Vancouver

Tree DJ, Malizia A. Author-Driven Approaches to Computational Narrative Design for Games. In Kurosu M, editor, Human-Computer Interaction. Perspectives on Design - Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings. Springer Verlag. 2019. p. 571-584. (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)). https://doi.org/10.1007/978-3-030-22646-6_43

Author

Tree, David John ; Malizia, Alessio. / Author-Driven Approaches to Computational Narrative Design for Games. Human-Computer Interaction. Perspectives on Design - Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings. editor / Masaaki Kurosu. Springer Verlag, 2019. pp. 571-584 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)).

Bibtex

@inproceedings{25d22b3cb8e44622923f9e548f3534d6,
title = "Author-Driven Approaches to Computational Narrative Design for Games",
abstract = "Accessible Head Mounted Displays (HMD) have provided mass access to Extended Reality (XR) content as never before. One of the key complaints from HMD owners, however, is the lack of substantial high-quality content (Moore 2017). Coupled with the domain-specific topic of presence, which describes a state beyond the concept of immersion instead with the user feeling part of the virtual world. Utilizing traditional production techniques cost and the duration of the resultant product are inextricably linked, although some progress reducing manual hours has been made with the introduction of Procedural Content Generation (PCG); the focus of this shift has been on asset creation rather than narratives (Kapadia et al. 2017). While PCG can reduce the cost of production it does not however directly increase the duration of the game. The current solution from developers has been to implement game mechanics to increase the duration of the game, leading to a rise in arcade-style wave shooters (Anon 2018), however, this solution is not applicable to long-form content such as narrative-based Role Playing Games (RPG), story-based first-person action games and interactive narratives. The intended contribution of this paper is both to describe the challenges to the academic knowledge in procedurally generated content and computational narratives but is also about studying how those approaches can be democratized, enabling wider adoption within the content creation community, with a view to their eventual use within non-entertainment sectors.",
keywords = "Agency, Computational narrative, Interactive narrative",
author = "Tree, {David John} and Alessio Malizia",
year = "2019",
month = "6",
day = "27",
doi = "10.1007/978-3-030-22646-6_43",
language = "English",
isbn = "9783030226459",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
publisher = "Springer Verlag",
pages = "571--584",
editor = "Masaaki Kurosu",
booktitle = "Human-Computer Interaction. Perspectives on Design - Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings",
address = "Germany",

}

RIS

TY - GEN

T1 - Author-Driven Approaches to Computational Narrative Design for Games

AU - Tree, David John

AU - Malizia, Alessio

PY - 2019/6/27

Y1 - 2019/6/27

N2 - Accessible Head Mounted Displays (HMD) have provided mass access to Extended Reality (XR) content as never before. One of the key complaints from HMD owners, however, is the lack of substantial high-quality content (Moore 2017). Coupled with the domain-specific topic of presence, which describes a state beyond the concept of immersion instead with the user feeling part of the virtual world. Utilizing traditional production techniques cost and the duration of the resultant product are inextricably linked, although some progress reducing manual hours has been made with the introduction of Procedural Content Generation (PCG); the focus of this shift has been on asset creation rather than narratives (Kapadia et al. 2017). While PCG can reduce the cost of production it does not however directly increase the duration of the game. The current solution from developers has been to implement game mechanics to increase the duration of the game, leading to a rise in arcade-style wave shooters (Anon 2018), however, this solution is not applicable to long-form content such as narrative-based Role Playing Games (RPG), story-based first-person action games and interactive narratives. The intended contribution of this paper is both to describe the challenges to the academic knowledge in procedurally generated content and computational narratives but is also about studying how those approaches can be democratized, enabling wider adoption within the content creation community, with a view to their eventual use within non-entertainment sectors.

AB - Accessible Head Mounted Displays (HMD) have provided mass access to Extended Reality (XR) content as never before. One of the key complaints from HMD owners, however, is the lack of substantial high-quality content (Moore 2017). Coupled with the domain-specific topic of presence, which describes a state beyond the concept of immersion instead with the user feeling part of the virtual world. Utilizing traditional production techniques cost and the duration of the resultant product are inextricably linked, although some progress reducing manual hours has been made with the introduction of Procedural Content Generation (PCG); the focus of this shift has been on asset creation rather than narratives (Kapadia et al. 2017). While PCG can reduce the cost of production it does not however directly increase the duration of the game. The current solution from developers has been to implement game mechanics to increase the duration of the game, leading to a rise in arcade-style wave shooters (Anon 2018), however, this solution is not applicable to long-form content such as narrative-based Role Playing Games (RPG), story-based first-person action games and interactive narratives. The intended contribution of this paper is both to describe the challenges to the academic knowledge in procedurally generated content and computational narratives but is also about studying how those approaches can be democratized, enabling wider adoption within the content creation community, with a view to their eventual use within non-entertainment sectors.

KW - Agency

KW - Computational narrative

KW - Interactive narrative

UR - http://www.scopus.com/inward/record.url?scp=85069644471&partnerID=8YFLogxK

U2 - 10.1007/978-3-030-22646-6_43

DO - 10.1007/978-3-030-22646-6_43

M3 - Conference contribution

SN - 9783030226459

T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

SP - 571

EP - 584

BT - Human-Computer Interaction. Perspectives on Design - Thematic Area, HCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings

A2 - Kurosu, Masaaki

PB - Springer Verlag

ER -