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The ‘interactive’ of interactive storytelling: Customizing the gaming experience

Araştırma çıktısı: Kitap/Rapor/Konferans sürecindeki bölümKonferans katkısıHakem

10 Alıntılar (Scopus)

Özet

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.

Orijinal dilİngilizce
Ana bilgisayar yayını başlığıEntertainment Computing, ICEC 2010 - 9th International Conference, ICEC 2010, Proceedings
EditörlerHyun Seung Yang, Rainer Malaka, Junichi Hoshino, Jung Hyun Han
YayınlayanSpringer Verlag
Sayfalar472-475
Sayfa sayısı4
ISBN (Elektronik)9783642153983
ISBN (Basılı)3642153984, 9783642153983
DOI'lar
Yayın durumuYayınlanan - 2010
Harici olarak yayınlandıEvet
Etkinlik9th International Conference on Entertainment Computing, ICEC 2010 - Seoul, Korea, Republic of
Süre: 8 Eyl 201011 Eyl 2010

Yayın serisi

AdıLecture Notes in Computer Science
Hacim6243
ISSN (Basılı)0302-9743
ISSN (Elektronik)1611-3349

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???event.eventtypes.event.conference???9th International Conference on Entertainment Computing, ICEC 2010
Ülke/BölgeKorea, Republic of
ŞehirSeoul
Periyot8/09/1011/09/10

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