Interactive Storytelling
18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part I
- 2026
- Book
- Editors
- María Cecilia Reyes
- Frank Nack
- Book Series
- Lecture Notes in Computer Science
- Publisher
- Springer Nature Switzerland
About this book
This two-volume set constitutes the refereed proceedings of the 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, held in Saint Julian, Malta, during December 1–5, 2025.
The 31 full papers, 4 short papers and 19 Late Breaking Works included in this book were carefully reviewed and selected from 110 submissions.This year, the thematic areas of the conference were organized into five main sections: Theory, History and Foundations; Methods, Tools and Updates; Applications and Case Studies; Social, Cultural and Critical Perspectives; and the Late Breaking works.
Table of Contents
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Frontmatter
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Understanding the Kaleidoscopic Nature of Interactive Digital Narratives Through Repeat Experience
Alex MitchellAbstractAn essential feature of interactive digital narratives (IDNs) is their kaleidoscopic nature – the idea that players can make choices, either explicitly or implicitly, that enable them to experience significantly different variations of or perspectives on a story. This is one reason why IDNs are seen as an important medium for understanding the complexities of the modern world. This paper argues that, to understand and take advantage of the kaleidoscopic nature of IDNs, it is essential that we explore and make sense of repeat experience of IDNs, as it is only through experiencing an IDN multiple times that the fundamental properties of the medium can be fully appreciated. The paper draws together previous work on repeat experience of IDNs, recontextualizing that work in the context of the “System, Process, Product” (SPP) model of IDN to propose an updated, synthesized model of replay, and highlighting key questions for future research. -
An Architecture for Interactive Storytelling in the Domain of Care Training
Halit Mislimi, Nicolas Szilas, Giovanna Di Marzo Serugendo, Alexandre De Masi, Frederic EhrlerAbstractDigital tools offer novel opportunities to support healthcare skill acquisition, particularly through serious games designed to train caregivers. In this article, we present a hybrid narrative engine architecture that combines symbolic rules, tree structures, and the generative capabilities of large language models (LLMs). This approach addresses the need to create interactive scenarios that focus on the specific challenges of care management.At the core of the system, rules and story trees ensure narrative coherence, while LLMs generate contextualized text, enhancing interaction with more credible non-player characters (NPCs). The engine is designed to provide a customisable user experience, with real-time feedback and scenario unfolding that adapts to the player’s choices and progress. Future developments include extending the approach to other mental health disorders, improving authoring tools, and establishing a clinical evaluation framework to accurately assess the therapeutic impact. -
A Critical View on the Need for Adaptation and AI Services in IDN Authoring
Fredrik Uliana Mölleby, Chidalu Ojiako-Chijioke, Ngo Nguyen Phuong Hoàng, Yin-Heng Allison Chan, Frank NackAbstractThe development of IDN authoring tools remains fragmented, with no shared standard for terminology, structure, or workflow. An answer to this problem might be an open, community-centered AI-supported authoring environment that adapts to an author’s intentions, skills, and knowledge. This study uses a Research through Design approach to explore how authors perceive and engage with such a model. We conducted user research and developed a prototype not as a functional interface but as a probe to provoke reflection and capture insights into the values, needs, and challenges of the authors. Findings highlight enthusiasm for structural support features like knowledge graphs and moodboards but also reveal resistance to AI as a creative collaborator and confusion around theoretically grounded language. These results underscore the critical tensions between system adaptability and authoring practice. -
On Neuro-Game Design: A Connectionist Paradigm Shift
Frederic SeraphineAbstractInteractive digital storytelling stands at a transformative frontier as advanced AI technologies become viable for integration into game design. This paper introduces ‘Neuro-Game Design’, a paradigm that leverages neural network-based artificial intelligence to co-create dynamic, adaptive gameplay experiences, reimagining the relationship between human designers, players, and intelligent agents. Drawing from the author’s past research, we present the ‘Ludic Framework’ as a complementary foundation emphasizing interaction-signs (ludics) and affective design principles. Traditional game design has relied on deterministic mechanics and the “illusion of intelligence” in game AI, which constrained the medium’s potential for genuine emergent storytelling. By integrating modern AI systems with the Ludic Framework’s semiotic approach, Neuro-Game Design enables game worlds that interpret player actions and learn and adapt in real time, facilitating co-authored narrative experiences between human and non-human agents. This integration offers new opportunities for interactive digital narratives that transcend predefined branching story trees, embracing the emergent complexity arising from intelligent systems working in concert with human creativity. Importantly, we distinguish Generative AI (neural models that create new content, e.g. GPT text generation) from Predictive/Reactive AI (models that learn decision-making or anticipate player behavior, e.g. reinforcement learners like AlphaGo). This clearer terminology underpins our discussion. We also address how Neuro-Game Design differs from existing emergent narrative approaches, engage with knowledge representation frameworks (e.g. knowledge graphs and hybrid authoring systems), and consider practical constraints such as scalability and real-time performance. We distinguish generative vs. predictive neural methods, situate Neuro-Game Design among emergent-narrative approaches, integrate recent knowledge-representation work, and address practical constraints. -
What We Talk About When We Talk About Insights from Interactive Digital Narratives
Joshua A. FisherAbstractThis paper proposes a rhetorical reconceptualization of the insights generated by Interactive Digital Narratives (IDNs) seeking to represent complexity. It challenges the notion that IDNs offer a transparent window onto complex phenomena, arguing instead that they function as persuasive procedural, narrative arguments about complexity. Walter Fisher’s Narrative Paradigm is positioned as the most effective lens for this analysis, shifting the evaluative criteria from factual accuracy to Narrative Rationality supported by Procedural Rhetoric. The paper deconstructs how systemic, embodied, and transformative insights function rhetorically to provide users with “good reasons” for belief and action regarding complex systems. By treating the IDN as an authored, persuasive model rather than a direct simulation of complexity, this work clarifies how subjective, imaginative engagement in that model can yield critical insights into the constructed nature of that system. The understanding of those insights can support democratic discourse in an increasingly algorithmic world. -
Interactive Digital Narratives to Represent Complexity: A Review
Mattia BelliniAbstractInteractive Digital Narratives (IDNs) have been long considered potential solutions to the issue of accessibly representing complex topics in a cognitively manageable way. This review article is aimed at investigating the affordances IDNs offer for representing and making complex issues accessible, as discussed in the relative academic literature. This review analysed the entirety of the proceedings of the International Conference on Interactive Digital Storytelling (ICIDS) and related texts, for a span of 28 years. From the analysis of the 126 selected publications, 10 macro-topics emerged, namely: Participation, Model complexity, Increased engagement and motivation, Multi-user capacity, Narrative, Adaptability, Multimodality, Structuring thinking, Replayability, and Caveats. These topics are discussed in relation to what they entail for the accessible representation of complexity through IDNs. -
A Distant Reading-Based Framework for the Evaluation of Screenplays
Zhong Ooi, Markus EgerAbstractAI models that perform classification and prediction tasks are commonly assessed using established quantitative metrics, but evaluating text-based generative models presents unique challenges. These models generate novel, unpredictable content, often requiring more nuanced evaluation methods that go beyond rigid quantitative scores. In this paper we present a framework that can aid with the evaluation of narrative generation approaches that target screenplays as their output. Screenplays offer formatted metadata and are widely accessible, making them well-suited for automated data analysis and comparison. Our framework provides a diverse set of qualitative and quantitative evaluation metrics, including syntactic complexity, sentiment analysis, part-of-speech distribution, and character presence visualizations, to assess narrative coherence and character dynamics. We also show how our framework can be used to determine differences in human-authored and computationally generated screenplays, and provide an outlook at how this analysis can be used to improve computational approaches. -
Combining Experiential and Spatial Data for Immersive AR Narrative Creation: A Phased Methodology
Nirmal Adhikari, Brian Lilley, Martha Radice, Susan Fitzgerald, Alex McLean, Derek ReillyAbstractTwo fundamental challenges in locative Augmented Reality (AR) storytelling are collecting data about places and the lived experiences within them, and using this data to produce compelling narratives that are experienced within their original context or in new contexts. This paper introduces a multi-phased methodology that helps creators directly address both challenges. Our primary contribution is a detailed process for (1) collecting lived socio-spatial experiences and analyzing spatial configurations from a source community (e.g., a high school) using diverse, complementary methods; and (2) collaboratively synthesizing this data, with experts in situated theatre and architecture, to produce immersive AR narratives that are highly reflective of their source environment. We further show how collecting both experiential and spatial data facilitates deploying these source-based narratives in different target environments (e.g., another school or a university building). A study with 48 participants indicated that universal themes from source-synthesized stories can resonate in different contexts when the stories are deployed using our method. However, challenges remain when transferring narratives to different contexts, including contextual dissonance and complexities when applying spatial analysis metrics for adaptive deployment. This research provides a replicable methodology for the design and deployment of locative AR narratives rooted in real-world settings. -
Killer on Board: Addressing the Narrative Paradox by Utilizing LLM-Driven NPCs
Christoffer Beck Oudrup, Felix Bengtvig Krog, Jakob Winkel Missel, Lucas Lynge Abildgaard, Malthe Kaare Hansen, Nikolaj B. M. Jensen, Henrik Schoenau-FogAbstractWith the growing influence of Large Language Models (LLMs) across diverse technological fields, LLMs show promise for enhancing emergent narrative systems and Non-Playable Character (NPC) behavior. However, their use in this context seems to have received limited academic attention, indicating a gap that this study seeks to address. This study investigated how LLMs could be employed to generate text-based dialog for NPCs to address the narrative paradox while preserving narrative coherence and user agency within the Interactive Digital Storytelling (IDS) prototype, Killer on Board. A mixed-methods design was selected, utilizing the Gamer User Experience Satisfaction Scale (GUESS) (\(n = 44\)) and semi-structured interviews (\(n = 10\)) to explore participants’ perception of the LLM-driven NPCs in the IDS regarding narrative coherence and user agency. To assess the reliability of the datasets, Cronbach’s alpha coefficient (\(\alpha \)) and weighted Cohen’s kappa (\(\kappa \)) were calculated accordingly. Furthermore, a hybrid recruitment strategy was applied, with tests conducted in-person and remotely, to increase participant count. The qualitative findings suggest that LLM-driven NPCs can be utilized to aid the development of emergent narratives in video game contexts but cannot claim the narrative paradox to be fully addressed. Moreover, the GUESS scores suggested that the participants had an overall positive player experience, with all subscales rated above the midpoint (4) and strong internal reliability (\(\alpha > 0.8 \)). However, the Narrative (Score: 4.32) and Creative Freedom (Score: 4.82) subscales scored near the midpoint, suggesting room for improvement. -
Level Up with a Story: A Scoping Review on Narratives in Serious Games for Children and Adolescents’ Health
Jiawei Dai, Kenny K. N. ChowAbstractThis scoping review examines how narrative features and game mechanics intersect to shape emotional engagement, motivation, and health outcomes in serious games designed for children and adolescents. Analyzing 18 empirical studies published between 2015 and 2025, this review identifies recurring patterns across narrative genres, plots, structures, and character archetypes, and highlights how game mechanics are systematically integrated with narrative to construct coherent, engaging, and developmentally appropriate storytelling experiences. To synthesize the findings, we introduce the Narrative–Mechanic–Outcome matrix, a design-facing tool that maps how specific narrative–mechanic configurations are associated with different engagement and behavioral outcomes. The matrix enables researchers and developers to position their design strategies within an evidence-informed context and consider potential underexplored intersections. Findings highlight the importance of aligning narrative tone and mechanic complexity with developmental stages, particularly when addressing sensitive health topics such as mental health or identity. This study contributes both a conceptual vocabulary and a NMO matrix to reference future design and evaluation of narrative-driven serious games for youth health promotion. -
Hierarchical Knowledge Graphs for Story Understanding in Visual Narratives
Yi-Chun ChenAbstractWe present a hierarchical knowledge graph framework for the structured semantic understanding of visual narratives, using comics as a representative domain for multimodal storytelling. The framework organizes narrative content across three levels—panel, event, and macro-event, by integrating symbolic graphs that encode semantic, spatial, and temporal relationships. At the panel level, it models visual elements such as characters, objects, and actions alongside textual components including dialogue and narration. These are systematically connected to higher-level graphs that capture narrative sequences and abstract story structures.Applied to a manually annotated subset of the Manga109 dataset, the framework supports interpretable symbolic reasoning across four representative tasks: action retrieval, dialogue tracing, character appearance mapping, and timeline reconstruction. Rather than prioritizing predictive performance, the system emphasizes transparency in narrative modeling and enables structured inference aligned with cognitive theories of event segmentation and visual storytelling. This work contributes to explainable narrative analysis and offers a foundation for authoring tools, narrative comprehension systems, and interactive media applications. -
Quantifying the Subjective - The Digital Character Believability Comparator Framework for NPC Evaluation
Spilios Kehagias, Tove Dahlberg, Mirjam Palosaari EladhariAbstractBelievability is a key concept in NPC design, yet assessing it remains a methodological challenge. Existing approaches often rely on qualitative and subjective data, which can be influenced by interpretation and researcher bias. This issue arose in the case study connected to this paper examining the believability of characters in the Dragon Age games. To address this, the study combined qualitative insights with quantifiable results, using comparative tools to enhance reliability. This mixed-method approach led to the development of the Digital Character Believability Comparator (DCBC). DCBC allowed the case study to present clear and coherent results with few participants that provided a strong basis for discussion. -
Evaluating Uncertainty Representation in IDNs
Jonathan Barbara, Hartmut Koenitz, Mads HaahrAbstractRepresenting uncertain history through Interactive Digital Narratives offers interactors the opportunity to challenge the grand narrative through engagements with the historical record. A gap in the literature exists in the evaluation of IDNs’ ability to teach interactors how to navigate historical uncertainty, while a demand for diegetic procedural knowledge learning exists. We propose an evaluation framework that helps determine the effectiveness of an IDN to deliver knowledge in the context of historical uncertainty and seek to evaluate not only the acquisition of declarative knowledge but also procedural knowledge learning needed to handle such conflicting perspectives. This evaluation framework is supported by a VR IDN implementation of a prehistoric complex, presenting alternative interpretations based on published research upon which the interactor is invited to answer questions about the historical site. Validation through cultural heritage experts supports the IDN’s ability to empower interactors to question the grand narrative and take an active role in the interpretation of the site. -
The GenAI4IDN Benchmark 2.0 - AI-Assisted Assessment of Generative AI Tools for the Design of Interactive Digital Narratives
Hartmut Koenitz, Jonathan Barbara, Mirjam Palosaari EladhariAbstractWhere do generative AI (GenAI) tools stand in 2025 when it comes to the design of Interactive Digital Narratives (IDNs)? In 2024, we introduced a first effort in benchmarking GenAI tools for IDN design [14]. This paper updates the findings for the current generation of previously evaluated tools (ChatGPT, Claude, Gemini, Copilot), and also adds several open source entries such as DeepSeek, Llama, Mistral, and Qwen. We introduce two key additions to the GenAI4IDN benchmarking framework: methods to benchmark iterative prompting and the effects of contextualized prompting. Furthermore, we introduce and apply a method for AI-assisted evaluation, facilitating rapid evaluation of large amounts of IDN design artifacts with a level of quality similar to human raters. -
Distant Coding and the Future of Interactive Digital Narrative Pedagogy
John T. Murray, Anastasia SalterAbstractWe introduce the term “distant coding” to describe the trend toward agentic programming in the context of interactive digital narrative pedagogy. The paper reviews these trends and offers two case studies of Interactive Digital Narrative (IDN) development that was created for courses by the authors and which embody the principles we have integrated into our own teaching practice. As programming capabilities increase, it is important to carefully navigate the tension between creativity, necessary knowledge and discovery and to avoid excessive reliance on tools even as they become more capable of independent and even autonomous development of IDNs. -
The Winged Kingdom: Interactive Storytelling for Biodiversity Awareness Through VR and AR Experiences in Colombia
Rafael Erazo, Julissa Torres, Daniel Colmenares, Juan Carlos Cuasquen Pantoja, Esteban Ortiz, Andrup Velez, Gustavo LondoñoAbstractThe Winged Kingdom is an interactive transmedia narrative project aimed at strengthening environmental awareness using sensory immersion in virtual reality (VR), augmented reality (AR) and other multisensory technologies. This initiative has been developed in Colombia, a country renowned for its biodiversity of bird species, allowing visitors to integrate into a virtual world made up of 13 interactive modules. It combines scientific knowledge, cultural heritage, artistic expressions and technologies allowing the visitor to generate an emotional connection with the endemic birds projected and to educate about their conservation. Under the framework of narrative theories, transmedia design and education, this case study explores how interactive digital narratives (IDN) function as kaleidoscopic machines, where the world adapts according to the user's participation. As a result, it shows impactful responses from visitors on an emotional and cognitive level, suggesting the importance of IDNs in the educational, environmental and cultural spheres. -
Hacking Twine as a System: Implications of Extending State-Based Tracking Elements and Application Packaging for HTML-Based IDNs
Andrew Phelps, Hartmut Koenitz, Lindsay Grace, Christopher Egert, Kelly Boudreau, Mia ConsalvoAbstractThis paper describes programmatic techniques for acquiring a player's history and choices within a multi-linear Twine-based narrative. It also explores how to store this interaction history for features like auto-save and context-aware controls (e.g., back, forward, home, etc.). The paper further investigates packaging these elements for delivery on modern operating systems, with implications for long-term preservation of these stories. -
How Political Expression is Taking Place in Virtual Worlds: The Case of Roblox
Cláudia Silva, Miguel Barreda-ÁngelesAbstractWith more than 111.8 million daily active users worldwide, Roblox is the main virtual world platform by number of users. Although the platform policies explicitly ban political content, content with political references (to political figures, entities, ideologies) is prevalent and easy to locate. That makes Roblox an ideal case to study how new immersive virtual worlds enable emergent new modes of political participation and politically oriented narratives. In particular, given that the majority of users are children and teenagers, the study of political content in Roblox can help expand current knowledge on how emergent media technologies shape youth political participation and expression. In this work-in-progress paper, we intend to present an ongoing digital ethnography in Roblox. Particularly, we present the iterative creation of a dataset with political content which reveals different ways of political expression including prosocial behaviors such as protests as well as extremist violent hate speech. From an Interactive Digital Narrative (IDN) perspective, this approach offers an opportunity to explore how IDN might incorporate political content and spark political participation among children, teens, and youth. To achieve this aim, we draw on the IDN literature to address and represent complex societal issues (Koenitz, Barbara & Eladhari, 2022) as well as political internet games (Neys & Jansz, 2010), and political participation (Durotoye et al., 2025; Vaccari and Valeriani, 2021). -
Towards an Understanding of Materiality in Tangible Interactive Narratives
Daniel EcheverriAbstractThis paper explores the concept of physical materiality within interactive storytelling, focusing on Tangible Narratives (TN). Building upon the material turn, it discusses the critical role physical artefacts play in shaping user experience, narrative impact, and meaning making. It presents key conceptual frameworks that offer structured approaches for analysing the distinct roles of interactions, users and artefacts in TN, focusing on critical dimensions like diegesis, embodiment, narrative function, and user position. The paper illustrates these frameworks by showing how the incorporation of physicality influences key aspects of the narrative experience through various examples. It reflects on the current state of the field and the interdisciplinary significance of tangible storytelling, emphasising its potential to inform the design practice and deepen the understanding of interaction phenomena. The paper concludes by identifying future research, including further phenomenological inquiry into embodied narrative experience and authoring methodologies. -
Developing a Ludonarrative Engine for a Historical Site Using Locative AR and Music: Psychogeography for Battle of the Boyne
- Open Access
Download PDF-versionAbstractMobile digital media technologies, such as smartphones, have great potential for in situ storytelling in cultural heritage sites. By geo-locating narrative content across a site, it can be experienced simultaneously with the physical site, creating a situated narrative of historical relevance. However, looking at and interacting with mobile devices tend to capture the user’s attention and all too easily distract from the site. For this reason, it is important to strike a balance between immersion (into the digital content) and presence (in the physical site). In this paper, we describe an approach to locative storytelling for cultural heritage, which is based on the exclusive use of sound and music for all ludonarrative aspects of the experience and based on the concept of psychogeography, i.e., how places make us feel. Our case study is the Battle of the Boyne in Ireland, the site of the eponymous battle that took place on 1 July 1690 (O. S.) between the forces of the deposed King James II and those of King William III. The battle is considered one of the most significant events in Irish and English history and is part of a wider struggle for power across 17th century Europe. We present our narrative design, sound and music design, game design, which together are captured in our ludonarrative engine in which a combination of historical narrative, music narrative and spatial audio navigation are closely intertwined with game mechanics, creating an immersive experience for cultural, educational and intergenerational engagement. -
Kaleidoscopic AI: Hallucinations on the Verge of Creativity
Iva Georgieva, Georgi V. GeorgievAbstractArtificial Intelligence (AI) has garnered significant attention, especially in regard to imagination, particularly due to recent advancements in text and image generation. However, it has also raised numerous concerns regarding the dissemination of misinformation, the phenomenon of hallucinations, and the generation of fantastical narratives that diverge from actual reality. This analysis will examine research on generative AI hallucinations and will seek to expand upon their findings by exploring the potential for design imagination arising from these phenomena, while also proposing a philosophical inquiry into the reasons behind AI’s generation of hallucinations in response to our creative requests and comparing it to child development to reflect on the evolution of human imagination. This study will establish the groundwork for an alternative perspective on generative AI and artificial intelligence overall, serving as a reflection of our endeavors that presents the world in an innovative manner, thereby offering a fresh and radiant lens for crafting creative narratives to influence it. -
Interactive Digital Narrative and Structured Debate for Learning Ethics
Caroline Gerbaudo Nakazato, André SantanchèAbstractTeaching ethics is a complex topic that demands critical thinking and extends beyond dichotomous right-or-wrong judgments. To address this challenge, we developed an open learning environment based on a Visual Novel (VN) design, enabling teachers to create interactive digital narratives through which students can actively engage in the learning process. The primary contribution of this work is a strategy that orchestrates interactive scenarios of VNs with structured discussions. This structured discussion operates as a pedagogical strategy to foster reflection and dialogue during the journey. An extra challenge of this work is how to evaluate our orchestrated approach. It entails combining the analysis of players’ log events, as a journey graph that models students’ strategy, with interactions with peers, which may lead to reconsidering decisions. -
Dotykáče: Autoteatro-Inspired Digital Storytelling for Teenage Mobile Phone Use Reflection
Daniel Echeverri, Šimon Pétak, Paulina PetákováAbstractAdolescents often describe their mobiles as comforting and stressful, reflecting a dependency that impacts their well-being. Responding to this challenge, Dotykáče, a digital storytelling web app and workshop programme, invites teenagers to reflect on their mobile use. Inspired by autoteatro—where audiences become performers by following scripted instructions—Dotykáče adapts this performative model to one that personifies the phone as a character, encouraging teenagers to externalise and re-examine their habits and emotional attachments. Grounded in performative principles and developmental psychology, the programme guides teenagers through staged encounters: revisiting daily gestures, exchanging phones, and ultimately defining their relationship with their device. A pilot study with Czech teenagers (ages 15–19) demonstrated strong engagement. It prompted moments of realisation, such as recognition of compulsive consumption of online content, awareness of unhealthy physical postures, and reassessment of emotional bonds with devices. These preliminary insights suggest that performative, narrative-based approaches offer a powerful complement to digital well-being education. -
Immersive Storytelling for Co-creation in XR: A Four-Dimension Framework
Yifan Chen, Gareth W. YoungAbstractExtended Reality (XR) is increasingly adopted for collaborative work, yet immersive storytelling and co-creation are often examined in isolation. This paper presents a conceptual review of XR systems where narrative structures and multi-user creation intersect. It introduces a four-dimensional framework encompassing Platform Affordances, Narrative Control, Participant Agency, and Adaptive Mediation. We position narrative not as an added layer but as a mechanism for organising collaboration. In this paper, we (i) synthesise how presence, interactivity, and authorship are operationalised across existing systems; (ii) define indicators for classifying XR co-creative experiences along the four dimensions; and (iii) outline directions for empirical validation, including comparative studies of control–agency trade-offs. We illustrate the framework by mapping representative platforms and sketching hybrid designs that balance authored coherence with emergent improvisation. Ethical considerations in AI-supported mediation, such as authorship, transparency, and accessibility, are also discussed. The framework offers a structure for comparative research and the design of XR systems where storytelling enables co-creative practice. -
Project Phoenix – Resurrecting ASAPS, an Obsolete IDN Authoring System Using Generative AI
Hartmut KoenitzAbstractThis paper describes an approach to resurrect the ASAPS IDN authoring system using generative AI. ASAPS was originally written in Actionscript 2, an obsolete scripting language. Starting with a discussion of the ASAPS authoring tools’ original status, architecture and why it fell into obsolescence, the paper proceeds by detailing the process resurrecting the project focusing on the limitations and capabilities of current GenAI tools. Finally, lessons learned along the way are presented, hoping to inspire future work in digital preservation. -
Neolithic Experiences: Approaching a Complex Topic Through IDNs Using GenAI
Hartmut Koenitz, Jonathan Barbara, Mirjam Palosaari Eladhari, Lissa Holloway Attaway, Pakezea Anwar, Zlatan Filipovic, Pouya Jahanshahi, Maria Meli, Sebastian R. Richter, Juan David Rodas, Digdem Sezen, Anjuman ShaheenAbstractHow can generative AI (GenAI) be integrated in educational practices? This paper describes an approach combining problem-based learning with the creation of Interactive Digital Narratives (IDNs) using GenAI, applied during a training school for which the concrete task was to represent Malta’s complex Neolithic history. After introducing the topic, the concept of IDN, and GenAI tools, the educational journey continued by interweaving contextual information such as site visits with iterative design steps facilitating trainees to create their own IDN projects. This approach was applied during a five-day course, resulting in four IDNs incorporating the specific perspectives of the respective teams. The paper describes the pedagogical approach as well as the different ways the trainee teams found to address the limitations and challenges of current GenAI tools. -
Designing Multispecies Futures Through Speculative Fiction and Interactive Narratives
Nour Boulahcen, Gareth W. YoungAbstractThe stories we tell about the future shape our collective imagination of technology, ecology, and multispecies coexistence. Here we present a design research pipeline that operationalizes thematic insights from speculative fiction to create interactive digital narratives (IDNs) for exploring human–plant–computer futures. Using a corpus of ten science-fiction works, we conducted a thematic analysis to identify recurring patterns in plant representation, interaction types, functional roles, and ethical themes. These insights informed a structured ideation process, storyworld design, and low-fidelity prototyping of interactive concepts, culminating in an augmented tabletop role-playing game that integrates VR immersion and AR-based plant interaction. This reproducible pipeline establishes a novel pathway for designing IDN systems directly from speculative narratives, enabling the creation of interactive artefacts that embed multispecies ethics and ecological storytelling into their core design. -
Backmatter
- Title
- Interactive Storytelling
- Editors
-
María Cecilia Reyes
Frank Nack
- Copyright Year
- 2026
- Publisher
- Springer Nature Switzerland
- Electronic ISBN
- 978-3-032-12408-1
- Print ISBN
- 978-3-032-12407-4
- DOI
- https://doi.org/10.1007/978-3-032-12408-1
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