Skip to main content
Top

2015 | OriginalPaper | Chapter

Towards Measuring Consistency Across Transmedial Narratives

Author : Jonathan Barbara

Published in: Interactive Storytelling

Publisher: Springer International Publishing

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

Interactive Digital Storytelling has a role to play in transmedial storytelling and yet there is no instrument to measure one of the critical success factors of such narratives: consistency. This short paper explores what is meant by consistency in this context and identifies it as being a subjective evaluation, part of the user experience. A consistency scale is hereby being proposed to measure user experience across media and invites feedback, suggestions, and discussion on its implementation. Its application will assist IDS designers in determining the success of their narrative game’s role in a target transmedia production.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
3.
go back to reference Spierling, U.: Interactive digital storytelling: towards a hybrid conceptual approach (2005) Spierling, U.: Interactive digital storytelling: towards a hybrid conceptual approach (2005)
5.
go back to reference Dena, C.: Do you have a big stick? Hand Made High Tech, 1–5 (2011) Dena, C.: Do you have a big stick? Hand Made High Tech, 1–5 (2011)
6.
go back to reference Juul, J.: Half-real: video games between real rules and fictional worlds. MIT Press, Cambridge (2005) Juul, J.: Half-real: video games between real rules and fictional worlds. MIT Press, Cambridge (2005)
7.
go back to reference Linderoth, J.: The effort of being in a fictional world: upkeyings and laminated frames in MMORPGs: the effort of being in a fictional world. Symb. Interact. 35, 474–492 (2012)CrossRef Linderoth, J.: The effort of being in a fictional world: upkeyings and laminated frames in MMORPGs: the effort of being in a fictional world. Symb. Interact. 35, 474–492 (2012)CrossRef
8.
go back to reference Sheldon, L.: Character Development and Storytelling for Games. Cengage Learning, Crawfordsville (2014) Sheldon, L.: Character Development and Storytelling for Games. Cengage Learning, Crawfordsville (2014)
9.
go back to reference Young, R.M., Riedl, M.: Towards an architecture for intelligent control of narrative in interactive virtual worlds. In: Proceedings of the 8th International Conference on Intelligent User Interfaces, pp. 310–312. ACM (2003) Young, R.M., Riedl, M.: Towards an architecture for intelligent control of narrative in interactive virtual worlds. In: Proceedings of the 8th International Conference on Intelligent User Interfaces, pp. 310–312. ACM (2003)
10.
go back to reference Roberts, D.L., Isbell, C.L.: A survey and qualitative analysis of recent advances in drama management. Int. Trans. Syst. Sci. Appl. Spec. Issue Agent Based Syst. Hum. Learn. 4, 61–75 (2008) Roberts, D.L., Isbell, C.L.: A survey and qualitative analysis of recent advances in drama management. Int. Trans. Syst. Sci. Appl. Spec. Issue Agent Based Syst. Hum. Learn. 4, 61–75 (2008)
11.
go back to reference Rowe, J.P., McQuiggan, S.W., Lester, J.C.: Narrative presence in intelligent learning environments. In: Working Notes of the 2007 AAAI Fall Symposium on Intelligent Narrative Technologies, pp. 126–133 (2007) Rowe, J.P., McQuiggan, S.W., Lester, J.C.: Narrative presence in intelligent learning environments. In: Working Notes of the 2007 AAAI Fall Symposium on Intelligent Narrative Technologies, pp. 126–133 (2007)
12.
go back to reference Pizzi, D., Cavazza, M.: From debugging to authoring: adapting productivity tools to narrative content description. In: Spierling, U., Szilas, N. (eds.) ICIDS 2008. LNCS, vol. 5334, pp. 285–296. Springer, Heidelberg (2008)CrossRef Pizzi, D., Cavazza, M.: From debugging to authoring: adapting productivity tools to narrative content description. In: Spierling, U., Szilas, N. (eds.) ICIDS 2008. LNCS, vol. 5334, pp. 285–296. Springer, Heidelberg (2008)CrossRef
13.
go back to reference Riedl, M.: Actor conference: character-focused narrative planning (Technical report No. 03-000). Liq. Narrat. Group N. C. State Univ. (2002) Riedl, M.: Actor conference: character-focused narrative planning (Technical report No. 03-000). Liq. Narrat. Group N. C. State Univ. (2002)
14.
go back to reference Wäljas, M., Segerståhl, K., Väänänen-Vainio-Mattila, K., Oinas-Kukkonen, H.: Cross-platform service user experience: a field study and an initial framework. In: Proceedings of the 12th International Conference on Human Computer Interaction with Mobile Devices and Services, pp. 219–228. ACM (2010) Wäljas, M., Segerståhl, K., Väänänen-Vainio-Mattila, K., Oinas-Kukkonen, H.: Cross-platform service user experience: a field study and an initial framework. In: Proceedings of the 12th International Conference on Human Computer Interaction with Mobile Devices and Services, pp. 219–228. ACM (2010)
15.
go back to reference Paternò, F., Santoro, C.: A logical framework for multi-device user interfaces. In: Proceedings of the 4th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, pp. 45–50. ACM (2012) Paternò, F., Santoro, C.: A logical framework for multi-device user interfaces. In: Proceedings of the 4th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, pp. 45–50. ACM (2012)
17.
go back to reference Beddows, E.: Consuming transmedia: how audiences engage with narrative across multiple story modes (2012) Beddows, E.: Consuming transmedia: how audiences engage with narrative across multiple story modes (2012)
18.
go back to reference Breum, A.C., Midtgaard, H.S.: Story Bridges in Transmedia (2013) Breum, A.C., Midtgaard, H.S.: Story Bridges in Transmedia (2013)
19.
go back to reference Jenkins, H.: Searching for the Origami Unicorn. In: Convergence Culture, pp. 95–134. New York University Press, New York (2006) Jenkins, H.: Searching for the Origami Unicorn. In: Convergence Culture, pp. 95–134. New York University Press, New York (2006)
21.
go back to reference Clarke, M.J.: Lost and mastermind narration. Telev. New Media 11, 123–142 (2010)CrossRef Clarke, M.J.: Lost and mastermind narration. Telev. New Media 11, 123–142 (2010)CrossRef
22.
go back to reference Harvey, C.: A taxonomy of transmedia storytelling. In: Storyworlds Across Media’ Conference. Johannes Gutenberg-University Mainz (2011) Harvey, C.: A taxonomy of transmedia storytelling. In: Storyworlds Across Media’ Conference. Johannes Gutenberg-University Mainz (2011)
23.
go back to reference Caldwell, J.T.: Production Culture: Industrial Reflexivity and Critical Practice in Film and Television. Duke University Press, Durham (2008)CrossRef Caldwell, J.T.: Production Culture: Industrial Reflexivity and Critical Practice in Film and Television. Duke University Press, Durham (2008)CrossRef
24.
go back to reference Hochleitner, C., Hochleitner, W., Graf, C., Tscheligi, M.: A heuristic framework for evaluating user experience in games. In: Bernhaupt, R. (ed.) Game User Experience Evaluation, pp. 187–206. Springer, Heidelberg (2015)CrossRef Hochleitner, C., Hochleitner, W., Graf, C., Tscheligi, M.: A heuristic framework for evaluating user experience in games. In: Bernhaupt, R. (ed.) Game User Experience Evaluation, pp. 187–206. Springer, Heidelberg (2015)CrossRef
25.
go back to reference Hills, M.: Torchwood’s trans-transmedia: media tie-ins and brand “fanagement”. Participations 9, 409–428 (2012) Hills, M.: Torchwood’s trans-transmedia: media tie-ins and brand “fanagement”. Participations 9, 409–428 (2012)
26.
go back to reference Harvey, C.: Fantastic Transmedia: Narrative, Play and Memory Across Science Fiction and Fantasy Storyworlds. Palgrave Macmillan, London (2015)CrossRef Harvey, C.: Fantastic Transmedia: Narrative, Play and Memory Across Science Fiction and Fantasy Storyworlds. Palgrave Macmillan, London (2015)CrossRef
27.
go back to reference Lemke, J.: Transmedia traversals: marketing meaning and identity. In: Interdisciplinary Perspectives on Multimodality: Theory and Practice, Proceedings of the Third International Conference on Multimodality. Palladino, Campobasso (2010) Lemke, J.: Transmedia traversals: marketing meaning and identity. In: Interdisciplinary Perspectives on Multimodality: Theory and Practice, Proceedings of the Third International Conference on Multimodality. Palladino, Campobasso (2010)
28.
go back to reference Ye, Z.: Genres as a tool for understanding and analyzing user experience in games. In: CHI 2004 Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria, pp. 773–774 (2004) Ye, Z.: Genres as a tool for understanding and analyzing user experience in games. In: CHI 2004 Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria, pp. 773–774 (2004)
29.
go back to reference Desurvire, H., Wiberg, C.: Game usability heuristics (PLAY) for evaluating and designing better games: the next iteration. In: Ozok, A., Zaphiris, P. (eds.) OCSC 2009. LNCS, vol. 5621, pp. 557–566. Springer, Heidelberg (2009)CrossRef Desurvire, H., Wiberg, C.: Game usability heuristics (PLAY) for evaluating and designing better games: the next iteration. In: Ozok, A., Zaphiris, P. (eds.) OCSC 2009. LNCS, vol. 5621, pp. 557–566. Springer, Heidelberg (2009)CrossRef
30.
go back to reference IJsselsteijn, W., de Kort, Y., Poels, K., Jurgelionis, A., Bellotti, F.: Characterising and measuring user experiences in digital games. In: International Conference on Advances in Computer Entertainment Technology, Salzburg, Austria, p. 27 (2007) IJsselsteijn, W., de Kort, Y., Poels, K., Jurgelionis, A., Bellotti, F.: Characterising and measuring user experiences in digital games. In: International Conference on Advances in Computer Entertainment Technology, Salzburg, Austria, p. 27 (2007)
31.
go back to reference Nacke, L.E., Grimshaw, M.N., Lindley, C.A.: More than a feeling: measurement of sonic user experience and psychophysiology in a first-person shooter game. Interact. Comput. 22, 336–343 (2010)CrossRef Nacke, L.E., Grimshaw, M.N., Lindley, C.A.: More than a feeling: measurement of sonic user experience and psychophysiology in a first-person shooter game. Interact. Comput. 22, 336–343 (2010)CrossRef
32.
go back to reference Lassiter, J., Freeman, J., Davidoff, J., Keogh, E.: A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory (2001) Lassiter, J., Freeman, J., Davidoff, J., Keogh, E.: A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory (2001)
33.
go back to reference Jenkins, H.: Convergence Culture: Where Old and New Media Collide. NYU Press, New York (2006) Jenkins, H.: Convergence Culture: Where Old and New Media Collide. NYU Press, New York (2006)
Metadata
Title
Towards Measuring Consistency Across Transmedial Narratives
Author
Jonathan Barbara
Copyright Year
2015
DOI
https://doi.org/10.1007/978-3-319-27036-4_23

Premium Partner