By Byung-Chull Bae, Yun-Gyung Cheong, Daniel Vella (auth.), Hartmut Koenitz, Tonguc Ibrahim Sezen, Gabriele Ferri, Mads Haahr, Digdem Sezen, Güven C̨atak (eds.)
This booklet constitutes the refereed court cases of the sixth foreign convention on Interactive Storytelling, ICIDS 2013, Istanbul, Turkey, November 2013. The 14 revised complete papers awarded including 10 brief papers have been rigorously reviewed and chosen from fifty one submissions. The papers are prepared in topical sections on thought and aesthetics; authoring instruments and purposes; overview and person event stories; digital characters and brokers; new storytelling modes; workshops.
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Extra info for Interactive Storytelling: 6th International Conference, ICIDS 2013, Istanbul, Turkey, November 6-9, 2013, Proceedings
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Box 1. The Relation between Narrative Intelligibility and Narrative Closure Interactive narrative systems may, on the other hand, intentionally or not, difficult or hinder an automatic interpretative routine for understanding “the story as it is” – should that be the intention of the author or designer. If narrative intelligibility is not the goal of the system, then the alignment between the author and the audience should be considered at the level of fulfillment of the goal of the system. Normally, but not necessarily, this would translate into, instead of experiencing narrative intelligibility, experiencing some form of narrative closure, where “the author and audience share the expectation that elements introduced into the story will ultimately demonstrate their relevance” [27].
2 Immersion: Mechanical and Narrative To understand the relationship between choices and the reader’s immersive experience, we much first understand how agency and immersion are interrelated. The correlation between the two are long-documented. In her 1997 book Hamlet on the Holodeck: The Future of Narrative in Cyberspace, Janet Murray introduces the interdependence between three aspects of interactive narrative: immersion, agency, and transformation2 noting,“the more realized the immersive environment, the more active we want to be within it” [13].
16] In a later chapter on how agency and interactivity might coexist, Ryan suggests that 3D games, being a more narratively immersive environment might offer a hybridization that can reconcile the tension between agency and immersion. Choices are commonplace in games, unlike hypertext, these choices are usually not criticized as distracting, despite holding the same potential for the player to focus on H. Koenitz et al. ): ICIDS 2013, LNCS 8230, pp. 25–34, 2013. © Springer International Publishing Switzerland 2013 26 S.