@inproceedings{b6d754cc42ba4d6b8a6fcdb342baab0e,
title = "The {\textquoteleft}interactive{\textquoteright} of interactive storytelling: Customizing the gaming experience",
abstract = "In this article, we define interactive storytelling as a gaming experience where the form and content of the game is customized in real time and tailored to the preferences and needs of the player to maximixe enjoyment. The primary focus of interactive storytelling should not be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but on different interaction levels provided by computer games and basic components of player enjoyment such as difficulty levels and gaming rewards. In conducting an analysis of interactive storytelling systems, we propose a user-centered approach to interactive storytelling by defining different customization levels for an optimum gaming experience.",
keywords = "Computer games, Gaming experience, Interactive storytelling, Interactivity, User-centered design",
author = "Barbaros Bostan and Tim Marsh",
note = "Publisher Copyright: {\textcopyright} IFIP International Federation for Information Processing 2010.; 9th International Conference on Entertainment Computing, ICEC 2010 ; Conference date: 08-09-2010 Through 11-09-2010",
year = "2010",
doi = "10.1007/978-3-642-15399-0\_63",
language = "English",
isbn = "3642153984",
series = "Lecture Notes in Computer Science",
publisher = "Springer Verlag",
pages = "472--475",
editor = "Yang, \{Hyun Seung\} and Rainer Malaka and Junichi Hoshino and Han, \{Jung Hyun\}",
booktitle = "Entertainment Computing, ICEC 2010 - 9th International Conference, ICEC 2010, Proceedings",
}