创建一个基于证据的交互式数字叙事设计知识体系:方法和挑战

Christian Roth, H. Koenitz
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引用次数: 20

摘要

在本文中,我们将设计知识视为创造者(游戏邦注:例如游戏设计师)在互动体验中所使用的方法,而不是创作工具的设计或游戏引擎和类似计算系统的设计。关于基于规则的游戏设计的知识已经广为流传,许多书籍出版物和许多大学水平的研究项目都证明了这一点。相比之下,关于互动叙事设计的学术或专业知识相当少——例如,书籍出版物关注的这个主题数字是个位数,而在学术项目中,这个主题只存在于边缘。本文提出使用实证研究方法作为解决这种情况的手段,并探讨了具体的挑战。在此基础上,我们介绍了一项研究工作,以收集可转移的交互式叙事设计知识,并报告了第一个用户研究。最后,对今后的研究提出了指导意见和展望。
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Towards Creating a Body of Evidence-based Interactive Digital Narrative Design Knowledge: Approaches and Challenges
In the context of this paper we take design knowledge as the methods applied by the creators (for example game designers in the case of games) of interactive experiences in contrast to for example the design of authoring tools or the design of game engines and similar computational systems. Such knowledge about rule-based game design is widespread as evidenced by numerous book publications and many university-level programs of study. In contrast, there is considerable less academic or professional knowledge on the design of interactive narratives -- for example, book publications focused on this topic number in the single digits and in academic programs the topic only exists on the margins. This paper proposes the use of empirical research methods as means to address this situation and examines specific challenges. On this foundation, we introduce a research effort to gather transferable interactive narrative design knowledge and report on a first user study. Finally, we provide guidelines and discuss future research.
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