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Immersion in a Virtual World: Interactive Drama and Affective Sciences

Interactive Drama and Affective Sciences

by Mayr Simon (Author) Simon Mayr (Author)
©2014 Academic Paper 100 Pages

Summary

Interactive drama is more than just a new breed of entertainment software. As different research projects have shown, these systems can also be used for pedagogical and therapeutic purposes. The goal of these systems is to teach sophisticated problem solving skills by allowing the user to interact with compelling stories that have didactic purpose.One of the main attractions of narratives, independent of the medium in which they are presented, is that they elicit emotional response in their audiences. They have an affective impact and only engineers and authors who understand how the emotion system works can create an engaging story world. This work proposes that an interactive drama based on a model of the user’s affective state should be able to provide a truly immersive user experience.It becomes evident that research on interactive drama technology, especially with emphasis on affective modelling, is a highly interdisciplinary endeavour that draws - and has to draw - from many different disciplines.

Excerpt

Table Of Contents


interactive drama, based on a model of the user's affective state, should
be able to provide a truly immersive user experience.
1.1 Generative narrative
Writing any form of narrative is a creative process. Some works of nar-
rative are regarded as more creative than others but as long as the final
product is, at least to some degree, novel, we have to attribute creativity
to the author. The notion of novelity is important for generative systems,
systems that basically create new story content "on the fly". As Pablo
Gervás proposes, "whatever is generated must be somewhat unexpected
or different from what others might have produced." [22, p.49] Another
important aspect is the notion of a "creator", an agent which acts in a
creative way to create results that "can be perceived or evaluated." [22,
p.50] A fascinating pattern of clouds, even if new and unexpected, is
therefore not considered as a result of creativity because there is no cre-
ator. With the needs of being perceivable and evaluable another factor
comes to play: the audience. Gervás simply defines the audience as "the
particular person or persons for which the creative action is intended"
and henceforth I will stick to this definition for the audience of all kinds
of narrative. In interactive systems the audience is not a passive one, and
this is exactly what fuels my position that interactive narrative provides
exciting new possibilities, not available to non-interactive forms.
In Computational Approaches to Storytelling and Creativity [22] Pablo
Gervás provides an overview about the history of generative storytelling.
The first system Gervás introduces was developed in 1973 and was sim-
ply called Novel Writer [25] in [22]. It creates murder stories in a story-
world represented as a semantic network. The states of the storyworld
constantly change according to probability rules, yet the sequence of
6

scenes is hardwired. As Gervás explains, the set of rules is highly con-
straining and allows for the construction of only one very specific type
of story, the happening of a murder during a weekend party. While the
interplay between the characters is generative, the plot itself is not. Au-
thor [16] in [22], developed in 1981 tries a different approach. It is
based on the claim that storyworlds "are developed by authors as a post
hoc justification for events that the author has already decided have to be
part of the system." [22, p.53] Author tries to model the kind of knowl-
edge a real author needs to create a story and also the way this knowl-
edge is organised and accessed. According to Gervás the model has two
metagoals, namely to achieve the current narrative goal and to find bet-
ter narrative goals to follow. "It is this second metagoal [that allows] for
changes in direction when unforeseen opportunities arise." [22, p.54]
Instead of modelling the author's mind, Universe [27] in [22], devel-
oped in 1983, models the generation of scripts for soap opera episodes.
According to Gervás it is the first storytelling system to devote special
attention to the creation of characters. [22, p.54] However, Universe
cannot be considered as an autonomous system but rather as a tool to
aid human authors. Complex data structures are presented to represent
the characters but only a small amount is filled in automatically. Most
of the actual characterisation has to be done by the user. While Uni-
verse was the first storytelling system to devote special attention to the
creation of characters, Gervás explains, Minstrel [56] in [22], developed
in 1993, was the first storytelling system to address specifically issues
of creativity. [22, p.54] Minstrel constructs short King Arthur stories
in two stages, a planning stage and a problem-solving stage, the first
trying to break down author-level goals into smaller author-level goals,
the second trying to solve the goals by adding the required ingridients
to the story. According to Gervás there are two operations of particular
interest:
7

"One involves solving author-level goals, which takes
the form of instantiating a set of partially complete char-
acter schemas. This is done by querying episodic memory
with partially complete schemas and using the results to in-
stantiate the corresponding author-level goal. Another is
the way opportunistic goals are triggered. Each time a new
scene is created, Minstrel revises it to check whether it pro-
vides an opportunity to apply one of the author-level goals
that ensure consistency or introduces one of the desired lit-
erary motifs." [22, p.55]
While these systems are certainly interesting for their pioneering work
in generative narrative, they are lacking one important aspect: interac-
tivity. Their only purpose is to generate "new stories" at runtime but the
user, or in this case rather the reader, has no influence on this process.
While also still lacking the immersive experience we want to achieve
in interactive drama, the next system I will present brings us one step
closer to the idea of having the user engage in the story generation pro-
cess.
1.2 Tale-Spin
Tale-Spin was a landmark project that has been carried out at Yale Uni-
versity in the mid 1970s as part of James Meehan's dissertation [32].
The idea behind Tale-Spin was to create a system that brings us closer
to what Meehan calls a "Metanovel". The idea behind such a metanovel,
as presented in Meehan's dissertation goes like this:
"A metanovel is a computer program that tells stories
that only a computer can tell, stories of such complexity
of detail that only a computer could handle, stories with
8

more flexibility--even reversibility--of events and charac-
ters than a human could manage. A metanovel time-sharing
system tells a story to many people at once, no two of whom
read the same thing, because they have each expressed dif-
ferent interests in the events and characters they want to
hear about, and because they may each desire a different
style of storytelling. And yet, among all these readers, there
is but one story--the metanovel itself--and each reader is
only following those threads of the story that interest him."
[32, p.ii]
There have been attempts in digital narrative where users could decide
between different paths to continue, similar to "Pick your path"-stories
in children books (Figure 1.1); but in these books, and systems, the user
just makes a local choice that leads to the next pre-written chunk of
narrative instead of having real impact on the narrative stucture itself.
Figure 1.1: Meanwhile:
Pick Any Path [47]
9

Tale-Spin is quite different to these approaches and in a way brings us
closer to what we want to achieve in interactive drama. The difference,
Wardrip-Fruin explains, is due to the granularity of story processes and
data: The system models story as "a relatively fine-grained set of pro-
cesses and data that are used to generate story events. In the case of
Tale-Spin, this is accomplished by creating a simulated world, and char-
acters and objects that populate the world." [57, p.116] Therefore the
slightest changes can lead to very different stories. The architecture is
based on the AI concepts of plans and goals, which are, along with ob-
stacles, also essential elements of narrative structure but it is important
to understand that stories produced by Tale-Spin are far from the literary
quality of stories a capable human author can produce. Furthermore, we
should not mistake Tale-Spin for something it was not meant to be: an
interactive drama system like the ones I will discuss later on. Neverthe-
less, understanding the way Tale-Spin generates stories can teach us a
lot about generative narrative.
The storyworlds in Tale-Spin are rather simple, containing only some
animals (like a bear and a bird) and some objects (like honey, berries or
a worm) and dependencies between them. A basic story would then for
example be about a hungry bear, named Arthur, who wants to get some
honey, however, only the bird, named George, knows where honey can
be found and he only tells Arthur about the location in exchange for a
worm. The user who interacts with Tale-Spin does not take part in the
storyworld by controlling a character but rather by answering questions
the system asks. For the story above, the system would have asked for
example who the main character is (Arthur) and what his problem is (he
is hungry). The possible answers are provided by the system and the
user has to pick one. In this simple world, possible answers to the first
question would have been either George or Arthur and to the second
hungry, tired, thirsty or horny, respectively.
10

Tale-Spin stories, like most narrative, are about a main character who
has to overcome some obstacles to reach a desired goal and to overcome
these obstacles they need a plan. The plan always depends on the given
circumstances. If Arthur knows where to find honey he only has to go
to that location but if he does not know he has to try something else,
like asking George for help. The control structure of Tale-Spin is shown
in Figure 1.2.
Figure 1.2: Control
structure of Tale-Spin's
simulator [57, p.128,
Figure 5.1]
In the example scenario presented, the user selected "hungry" as Arthur's
problem. From this selection Tale-Spin creates a socalled dependency
expression "Arthur knows that he is hungry". Without going into too
much detail on the control structure, the process resulting from Arthur
realising that he is hungry can be summed up like this:
1. The assertion mechanism (top right) adds the information that
Arthur is hungry to the memory (bottom left) and is indexed as
something Arthur knows.
2. The information is passed on to the inference mechanism (bottom
right) which leads to an expression like "Arthur knows that Arthur
intends not to be hungry". This information is again asserted.
3. The problem solver (top left) is invoked and the planning process
11

is started. It checks the memory if Arthur knows where food can
be found.
4. If he knows where honey can be found the control to get it is
invoked, if he does not the memory is checked if Arthur knows
who knows where honey can be found.
5. These processes are continued until the problem is solved or until
there is nothing left to check and reaching the goal fails. Failed
goals are kept in memory.
Whether Arthur asks George about the location of the honey depends on
whether Arthur thinks that George is his friend. Tale-Spin asks the au-
dience if this is the case: "Does Arthur think George likes him?" Again
the audience can select an answer from four possibilities (a lot, a little,
not much, not at all). Actually Tale-Spin keeps four different states like
that in memory, namely whether Arthur thinks that George likes him,
whether Arthur thinks he likes George, whether George thinks Arthur
likes him and whether George thinks he likes Arthur. The same hap-
pens for the relationship variables trust, dominate and feeling indebted.
These relationships are used for developing different plans and creating
somewhat believable character behaviour. The user does not interact
with the storyworld as a character but rather defines how they want
the story to evolve. Later on I show that there already exist interac-
tive drama systems, especially for therapeutic use, that pursue a similar
strategy.
While Tale-Spin creates interesting behaviours, a problem of the sys-
tem is that a lot of the interesting behaviours happen at system level
but never reach the audience. This problem has become known as the
Tale-Spin effect [57, p.115] which means that, for a layperson, a sys-
tem appears to be very simple but is actually based on very complex
technology. In contrast, there are systems that seem to be very sophisti-
cated but are based on rather simple mechanism.This phenomenon has
12

become known as the Eliza Effect [57, p.23] after Joseph Weizenbaum's
famous computer system. [58]
1.3 Computer games
When talking about interactive drama one question inevitably arises:
"Isn't that just like a computer game?" The idea behind interactive drama
is to provide the player, who interacts with the system, with a feeling
of freedom, by providing a high number of different choices and dif-
ferent outcomes and still maintaining a cohesive story structure. Those
familiar with computer games, when reading this description, will most
likely think of roleplaying games, or RPGs. After all, as Noah Wardrip-
Fruin explains in his book Expressive Processing , this is the most
story-ambitious genre of computer games. [57, p.44] As we will see,
the high number of possible choices in interactive drama as well as in
computer games has its share of problems. While it is true that they
provide the feeling of freedom, the problem is that the impact of most
of these choices on the structure of the narrative is minimal. Therefore,
sooner or later, the player will realise that this feeling of freedom is just
an illusion. The ultimate goal of interactive drama systems has to be
providing choices that "really matter". There is another downside of
providing a large amount of user choices, namely the possibility that
the user, who is usually not an experienced author, destroys the struc-
ture of the narrative. This is a problem far more relevant for interactive
drama than for computer games, simply because in games the player
does not really interact with the structure of the narrative itself. In an
RPG the player character rather interacts with objects and characters in
a fictional world while the execution of the game rules, the presentation
of the game world and the actions of the none-player characters (NPCs)
13

are controlled by the computer system via quest flags and dialogue trees,
which will be discussed in a moment.
In modern RPGs the premises are often similar. The player character
starts in a fictional world, may that be a medieval fantasy world, the
post-apocalyptic future or a far away galaxy, without much knowledge
of the characters' past (amnesia is quite common) and the future ahead.
Then it is up to the player to discover the storyworld, solve some early
quests and usually find out that the fate of the whole land or galaxy
depends on them. The player engages in many different activities like
exploration, dialog, puzzle solving, and, in most cases armed combat.
For example the official synopsis of Fallout: New Vegas, one of the last
years' most successful RPGs, goes like that:
Welcome to Vegas. New Vegas.
It's the kind of town where you dig your own grave
prior to being shot in the head and left for dead... and that's
before things really get ugly. It's a town of dreamers and
desperados being torn apart by warring factions vying for
complete control of this desert oasis. It's a place where the
right kind of person with the right kind of weaponry can
really make a name for themselves, and make more than an
enemy or two along the way.
As you battle your way across the heat-blasted Mo-
jave Wasteland, the colossal Hoover Dam, and the neon
drenched Vegas Strip, you'll be introduced to a colorful cast
of characters, power-hungry factions, special weapons, mu-
tated creatures and much more. Choose sides in the upcom-
14

ing war or declare "winner takes all" and crown yourself the
King of New Vegas. [7]
What is especially interesting for our approach is that "many RPGs give
the sense that the story itself is playable by offering the player freedom
to roam across a world infused by quests that operate on many scales,
can sometimes be completed in different ways, and are often optional or
available for partial completion. As each player chooses which quests
to accept--as well as how, whether, and when to complete them--this
creates a different story structure for each playing." [57, p.47] As we
will see this is quite similar to what we want to achieve in interactive
drama: to truly interact not only with objects in a storyworld but with
the structure of the narrative itself. But is this really the case in RPGs?
Despite the variety of experiences that players can have with quests,
Wardrip-Fruin explains, it is commonly observed by players and au-
thors that there are a limited number of types of quests. In RPGs what
you do when solving a quest is basically going through a checklist that
represents states of the game world. (see Figure 1.3)
Figure 1.3: Part of the
storyworld in Fallout: New
Vegas [7]
15

This checklist is normally directly available to the player via a journal
or quest log. In Fallout: New Vegas the quest log is accessible through
a computer devise the player character wears on their arm. Figure 1.4
shows this log for one example quest called The Advance Scouts. As
you can see the main task is to deal with the White Legs camp. The
White Legs are a hostile tribe that is about to attack a friendly tribe
to which the player character has offered help. Along with the task
itself the log presents two different ways of solving the problem. The
player could either simply kill the enemy tribe or they could choose to
sneak into the camp and steal the tribe's war totem which causes them
to retreat.
Figure 1.4: Quest log in
Fallout: New Vegas [7]
In my opinion, this has nothing to do with interaction with the narra-
tive. Granted, between starting the quest and finishing it the player can
choose between two different paths to reach the goal and get some re-
ward (money and experience points), but both paths are basically a sim-
ple interaction with objects in the game world. The player can choose
to interact with the members of the enemy tribe (by shooting them) or
16

with the totem (by stealing it) but this is not where the narrative unfolds
or makes any progress at all. Progress of the narrative happens during
scripted scenes before and after the quest - during the non-interactive
parts of the game. Wardrip-Fruin comes to a similar conclusion:
"Yet given the goal of the audience feeling able to play
within the fictional world - not just in areas such as com-
bat but also in terms of the stories being told - the quest
flag structure quickly brings game authors to a limit point
of complexity, holding back the future development of the
form." [57, p.51]
Computers are not particularly good in understanding free form dialog.
There are systems that try to implement free form dialog, one of which
I will discuss in Chapter 4.1, but the results are very limited to say the
least. A more common way of dialog in RPGs (and some other genres)
is the socalled dialogue tree. The user can for example choose one
out of five different dialogue options (see Figure 1.5 for an example in
Fallout: New Vegas) and the system selects an appropriate response (see
Figure 1.6) by traversing a hierarchically organised data structure.
Wardrip-Fruin cites Chris Bateman who is rather skeptical about this
approach:
"Despite the name, dialogue trees are seldom true trees
but rather converging and diverging chains of conversation.
They can be a nightmare to work with, and the benefits they
provide are somewhat minimal. Nonetheless, some players
greatly appreciate the illusion that they have control over
what their character can say, with the consequence that di-
alogue trees remain important, especially in cRPG games."
[5, p.277] in [57, p.55]
17

Figure 1.5: A question
from the dialogue tree in
Fallout: New Vegas [7]
However Wardrip-Fruin disagrees with Bateman on the notion of "illu-
sion of control". While a system like that might be an illusion of real
conversation, it is still an important method of decision making. Even
though we are dealing basically with simple menu selection the choices
matter in the game world and the different outcomes can be vast. This
is also be important aspect of interactive drama.
These quests and dialogue trees described above are essential for an en-
gaging user experience. As Wardrip-Fruin writes, an RPG uses them
"to reward and sustain engagement with its fictional world; establish
patterns that, when altered, produce small moments of surprise and
pleasure; and direct the audience's attention to a series of things that
must be accomplished through play." [57, p.59] So what makes a game
compelling enough to keep players continuing for endless hours and
even replay the game multiple times after they have finished it? The
narrative itself is most likely an important aspect. The player wants to
know how the story unfolds and how it ends. However, most players
of RPGs do not just follow the main storyline but rather engage in nu-
18

Figure 1.6: An answer
given by an NPC in
Fallout: New Vegas [7]
merous optional quests which do not really add much to the narrative
itself. So there have to be other reasons for the player to keep exploring
the storyworld. The player has to be rewarded for their engagement. In
most RPGs these rewards are similar: money, more powerful weapons
and items and experience. The latter can be used to "level-up" the player
character which means they become more powerful, which again allows
them to solve harder tasks which provide even more money, items and
experience. Wardrip-Fruin calls this the "just one more thing" mindset
that keeps players going for hours upon hours.
1.4 Interactive drama
Interactive drama is a recent form of experiencing narrative. One of the
central goals for every interactive drama system is to provide the user
with the feeling of agency. Agency is the power to take meaningful
actions and to see the results of the decisions and choices made. An
interactive drama offers a world in which the participant can have a real
19

effect on the drama which they is experiencing. It is important to un-
derstand that a linear or multi-linear story as found in computer games
is clearly not an interactive drama. As we have seen, game genres like
roleplaying games provide a large amount of interactivity and story vari-
ance but the point here is that in these games the player interacts with
objects and characters while following a predetermined story. Even if
these games provide different story branches and different endings, each
of these branches and ending is pre-written by the story authors. The
player does not interact with the structure of the narrative itself. Each
time the user participates in an interactive drama they should identify
the story as being essentially a new story. To achieve this, the main sto-
ryline will need to significantly differ every time the user participates.
Insignificant changes, such as only the ending differing or characters
having a different trivial conversation will not be sufficient.
The Oz Project, led by Joseph Bates at Carnegie Mellon, started un-
der a rather unusual premise. As Wardrip-Fruin puts it, "the Oz Project
may be the only computer science research project most famous for an
experiment that did not require computers." [57, p.317] What they ini-
tially did was creating interactive drama, but quite different from the
others I will discuss in this book. Instead of using computer simula-
tions, they decided to equip real actors with headsets and guide their
actions, when required, by instruction by a human director. Brenda
Laurel, one of the pioneers in the research field of interactive drama,
defines interactive drama as "[...] a first-person experience within a fan-
tasy world, in which the user may create, enact, and observe a character
whose choices and actions affect the course of events just as they might
in play." [26, p.6] in [57, p.318] The first Oz experiment matched this
definition. The first-person interactor was a test-person who was asked
to enter a simple theatre set, representing a bus station, to buy a ticket.
On this set there were also three actors, the clerk from whom the test-
20

person should buy a ticket, another passenger and a young punk, and
they all had the goal to make the test-persons task as hard as possi-
ble. They acted autonomously, like in an improvisational theatre, but as
mentioned above they had headsets to get directions from a director to
intervene if things got out of hand. Along with the experimenters, there
was also additional audience to watch the play. It turned out, and this is
essential for interactive drama, that while the test-person reported an in-
credibly engaging experience, the additional audience were less excited
and sometimes even bored. So obviously the experience in interactive
media is quite different to the experience in other forms of media like
novels or film. The basic design philosophy of interactive drama was
born:
"[P]lacing the audience member as an interacting char-
acter within the drama (as an interactor), creating expres-
sive and relatively independent non-player characters (NPCs)
within the same environment, and guiding the higher level
actions of the NPCs through the interventions of a drama
manager tasked with adjusting pacing for the interactor and
guiding the story to a successful conclusion." [57, p.319]
Following these guidelines, Joseph Bates led the first effort in applying
agent technology to entertainment software in the early 1990s. They
developed technology for dramatic virtual worlds and the first of these
worlds was called "Edge of intention". (see Figure 1.7)
The creatures inhabiting this world were called "Woggles". The Wog-
gles' behaviour was guided by an agent architecture that integrated re-
activity, goal-directed behaviour, and emotions. Three of the four Wog-
gles were controlled by this architecture and one was controlled by the
user who interacted with the storyworld. As Wardrip-Fruin explains,
"these characters needed to have both long-term and short term behav-
21

Figure 1.7: The Edge of
Intention [6]
iors, with some behaviors supporting others, multiple behaviors able
to take place simultaneously, and some reasonable method of what to
do at any given time." [57, p.320] In their graphical representation the
Woggles were ball-like creatures with eyes that could move around their
environment by bouncing. The user, who controlled their Woggle with
a mouse, could engage in simple activities like for example a game
of catch. Goal success, failure, prospective failure, and decisions that
other Woggles made gave rise to happiness, sadness, fear, gratitude, and
anger to varying degrees. The authoring language for the agent's be-
haviour was called Hap. "Instead of visual appearance, it was focused
on characters that could act appropriately and autonomously in a fic-
tional world, and do so based on goals and behaviors crafted by authors
for that character." [57, p.322] Goals and sub-goals are organized in a
tree-like structure and each goal has an author-defined set of possible
behaviours that would satisfy it. The problem here is the same as the
one I mentioned when discussing Tale-Spin: most of the interesting pro-
cesses happen on the inside and never reach the audience. The audience
sees only the successful outcomes of the internal "reasoning" processes
22

but all the failures that happened before would be--at least--equally
interesting.
Phoebe Sengers, who at that time did her PhD as member of the Oz
Project, saw this problem. She built a set of extensions, inspired by
narrative psychology, which she called the Expressivator. Michele L.
Crossley describes narrative psychology as an approach that was formu-
lated "as an alternative to dominant quantitative approaches which, in
their attempt to numerically categorize experience through quantifica-
tion and statistical procedures, failed radically to incorporate or address
these hermeneutic dimensions of experience and thus lost any sense of
the 'lived' nature of human reality and identity." [15, p.361] The cen-
tral premise of narrative psychology is, as Crossley explains, the exis-
tence of an essential and fundamental link between experience of self,
temporality, relationships with others, and morality which are "[...] the
kinds of stories and narratives through which we make sense of our lives
[...]." [15, p.361] If these links are not understood, simply because they
are not communicated, the audience fails to interpret why behaviour
changes occur, and the behaviour of the Woggles often seems--in Sen-
gers term--schizophrenic. Therefore the idea of the Expressivator is to
communicate why changes are being made. Communicating why things
happen is an essential step in creating an engaging interactive drama.
23

24

2
A sample story in
interactive drama
There are many different interactive drama architectures under develop-
ment by a growing number of research groups. The system I am most
familiar with is called IDtension [53], and most of the considerations
presented in this book are a result of an in-depth investigation of this
system. IDtension is a playable interactive drama that aims at produc-
ing meaningful events while allowing users to deeply interact with the
narrative structure and furthermore at creating essentially new stories at
each play through. It was developed by Nicolas Szilas at the University
of Geneva and has been continuously improved for many years now.
2.1 IDtension
One of the main strengths of this system is that it offers a very high
range of possible actions. IDtension is based on theories of narrative
and the storyworld is based on five fundamental elements, namely goals,
tasks, segments, obstacles and values. These elements are not only
important for the player-character itself but for each character in the
25

drama. Each character is represented by an autonomous agent with its
own goals and values and they interact with each other's and with the
player character to achieve these goals. Additionally there is an agent
called the drama manager which should ensure that the drama is consis-
tent and believable. IDtension's architecture consists of five modules,
namely the World of the Story, the Narrative Logic, the Sequencer, the
Model of the User and the Theatre. The Theatre is the interface which
presents the story to the user. The important aspect here is that the The-
atre is strictly separated from the rest of the architecture. This allows
for many different possibilities to present the story. At the moment a
simple text based user interface is used with the main purpose of testing
the underlying system. While a text based interface is not necessarily
a bad solution there are many aspects of the current way of presenting
the story that need improvements to enhance the user experience. The
problem with most of these systems is, that most effort has been put into
creating the interactive drama architecture itself. Now that it is time to
start thinking of ways how to present the storyworld in a satisfying way
for the user, it becomes evident that this separated approach leads to
some significant difficulties because many of the design decisions for
presenting the story evidently feed back to the very basics of the drama
engine. In the next section I will discuss a sample story that has been
implemented in IDtension called "The mutiny".
2.2 The mutiny
Upon starting the IDtension engine and entering the storyworld the user
is presented with a short backstory that describe some previous events
and the role the user plays in the storyworld. Figure 2.1 shows this
introduction.
26

Details

Pages
Type of Edition
Erstauflage
Year
2014
ISBN (eBook)
9783954891962
ISBN (Softcover)
9783954896967
File size
3.6 MB
Language
English
Publication date
2014 (February)
Keywords
Interactive Drama Affective Sciences User Modelling Interdisciplinary Research Emotion System

Authors

Simon Mayr (born September 16, 1982) is an Austrian researcher specialised in developing interactive tools and serious games for psychotherapy. After earning his master’s degree in Cognitive Science, he continued his doctoral research at the Sigmund Freud Private University Vienna, working on a serious game to support the treatment of children suffering from trauma. He is an external lecturer at the University of Vienna and the Medical University of Vienna and co-founder and head of research of ISGinnovations, a company that brings together excellent researchers and developers to accelerate progress in serious games and related fields. To find out more about his work visit www.isginnovations.com.
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