Conference PaperPDF Available

Bandersnatch, Yea or Nay? Reception and User Experience of an Interactive Digital Narrative Video

Authors:

Abstract and Figures

The Netflix production Bandersnatch represents a potentially crucial step for interactive digital narrative videos, due to the platform's reach, popularity, and ability to finance costly experimental productions. Indeed, Netflix has announced that it will invest more into interactive narratives-moving into romance and other genres-which makes Bandersnatch even more important as first step and harbinger of things yet to come. For us, the question was therefore how audiences react to Bandersnatch. What are the factors driving user's enjoyment and what factors might mitigate the experience. For example, novelty value of an interactive experience on Netflix might be a crucial aspect or the combination with the successful series Black Mirror. We approach these questions from two angles-with a critical analysis of the work itself, including audience reactions and an initial user study using Roth's measurement toolbox (N = 32).
Content may be subject to copyright.
Bandersnatch, Yea or Nay?
Reception and User Experience of an
Interactive Digital Narrative Video
Christian Roth
Professorship Interactive Narrative
Design, HKU University of the Arts
Utrecht, 3500 BM Utrecht, The
Netherlands, Christian.Roth@hku.nl
Hartmut Koenitz
Professorship Interactive Narrative
Design, HKU University of the Arts
Utrecht, 3500 BM Utrecht, The
Netherlands, Hartmut.koenitz@hku.nl
ABSTRACT
The Netflix production Bandersnatch represents a potentially crucial step for interactive digital
narrative videos, due to the platform’s reach, popularity, and ability to finance costly experimental
productions. Indeed, Netflix has announced that it will invest more into interactive narratives
moving into romance and other genres – which makes Bandersnatch even more important as first
step and harbinger of things yet to come. For us, the question was therefore how audiences react
to Bandersnatch. What are the factors driving user’s enjoyment and what factors might mitigate
the experience. For example, novelty value of an interactive experience on Netflix might be a
crucial aspect or the combination with the successful series Black Mirror. We approach these
questions from two angles – with a critical analysis of the work itself, including audience reactions
and an initial user study using Roth’s measurement toolbox (N = 32).
CCS CONCEPTS
Human-centered computing~HCI design and evaluation methods
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee
provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the
full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses,
contact the owner/author(s).
TVX '19, June 05-07, 2019, Salford (Manchester), United Kingdom
© 2019 Copyright held by the owner/author(s).
ACM ISBN 978-1-4503-6017-3/19/06.
https://doi.org/10.1145/3317697.3325124
247
KEYWORDS
interactive video, interactive narrative design, user experience study, interactive TV
ACM Reference format:
Christian Roth, Hartmut Koenitz. 2019. Bandersnatch, Yea or Nay? Reception and User Experience of an
Interactive Digital Narrative Video. In Proceedings of TVX '19: ACM International Conference on Interactive
Experiences for TV and Online Video (TVX '19), June 05-07, 2019, Salford (Manchester), United Kingdom. ACM,
New York, NY, USA, 8 pages. hps://doi.org/10.1145/3317697.3325124
1 Introduction
Interactive video is not a new phenomenon by any means. Its history can be traced back to at least
the 1968 experiment Kinoautomat [2], shown at the Czechoslovakian pavilion at the world fair in
the same year. This early system allowed the audience to vote on the progression of the experience
and used a clever back-folding structure in order to be able to with only two projectors. Later,
interactive TV services like BBC Red Buon (since 1999) using technology like the ShapeShiing
platform [10] provided the foundation for the wide-spread deployment of video-based interactive
narratives. However, productions like Accidental Lovers [10] have proven to be more an exception
than the norm and interactive TV seems to have been in a continuous state of ‘the breakthrough is
just around the corner’ for nearly two decades now (for some of the challenges, see [11]).
In this context, Netflix’ entry into interactive digital narrative (IDN) video is significant, as it
reflects a changed technical environment in which set-top boxes are no longer necessary and
broadband internet has become ubiquitous while the audience has grown up with interactive video
games. Bandersnatch is not Netflix’s first interactive artefact, but the first one aimed at a mature
audience, positioned as a part of the well-established and critically acclaimed dystopian sci-fi series
Black Mirror. In addition, the company is looking for possibilities for interactive treatment across
several genres such as comedy, horror and romance, as stated by Netflix’ vice president of product,
Todd Yellin1. This means Bandersnatch is not only interesting by itself, but also as harbinger of
future works and an indication of the challenges for the design of such experiences. Consequently,
the work invites a number of related questions. How do audiences react to the work? Does it
capture their interest? What are the limitations in the current design? Was the adaptation of the
formula of episodic TV format for interactivity successful? As a prerequisite to addressing these
questions, we need to define interactive digital narrative first before we provide a critical
perspective and then take a closer look at the audience reactions we captured in a user study.
1 https://www.reuters.com/article/us-netflix-interactive/open-that-door-netflix-explores-choose-your-own-horror-romance-
idUSKCN1R111P
248
1.1 Interactive Digital Narrative
Interactive Digital Narrative (IDN), is an emerging expressive form of narrative in the digital
medium, implemented as computational system which allows users to participate in the
experience, and influence the unfolding of one narrative out of a space many potential narratives
(for explication see [5] and [9], further developed in [8])
This understanding builds on David Herman’s definition of narrative as cognitive function,
which can be evoked by a variety of forms, a “forgiving, flexible cognitive frame for constructing,
communicating, and reconstructing mentally projected worlds” [3]. Essentially, interactive
narratives allow the audience to influence the narrative progression and their own experience. As
explained by Janet Murray [7], in interactive digital narratives, the audience has dramatic agency -
the ability to make “meaningful choices” and to see their eects.
2 Bandersnatch – A Critical Perspective
Bandersnatch is set in the 1980s UK, following the path of aspiring game designer Stefan Butler to
enter commercial game development. The audience has control over important decisions in the
course of Stefan’s journey – for example, whether to accept a job oer by an established games
publisher early on. Decisions are implemented as choices between two textual prompts. It is
possible to watch Bandersnatch without interacting as one of the two choices will be selected
automatically aer a certain amount of time. This feature enables a “passive” consumption more
akin to a standard Black Mirror episode, and thus enables audiences not interested in interacting to
experience the work. The work invites replay to revisit decisions and find additional paths and
outcomes. Dierent topics – psychological issues, drug-induced hallucinations, deadly violence, or
experiments with mind control – become more prominent on dierent paths.
The first couple of choices in Bandersnatch help interactors to get acclimated with the user
interface and the role of Stefan. They do not seem to have much impact on the overall narrative.
This perception changes rapidly when the next choice plays out: at the game studio, Stefan can
decide to work alone on his game or within a team. Choosing the laer fast forwards the narrative
towards an ending which has the game release to a mediocre reviews as the consequence of
Stefan’s inability to work in a team. This outcome seemingly hinges on a single choice and thus
alerts interactors to the limits of their control – this path, at least, is an early dead-end for
interactivity. Other paths oer more opportunities for interaction and are more under the control
of the interactor. Yet even in these cases, interactors’ influence on the course of the narrative is
oen limited, for example there are no alternatives to using violence in some cases. This goes
against the notion of granting autonomy to the interactor, further limiting perceived agency (cf.
[8]).
249
The overarching topics of Bandersnatch are game design and control, both of which are explored
in parallel – in the diegetic world and the interactive narrative experience. For example, the
interactor accompanies Stefan’s struggles with finishing the design of his game, while
simultaneously, the interactor struggles to find their way. Bandersnatch invites reflection on the
technology and design itself, in particular the diiculty of not losing track of all the story branches
and the challenge of creating all the necessary content. The second parallelism is about control
we see Stefan coping with the consequences of earlier decisions, of losing control in his struggle to
finish his creation. Yet, these decisions are the audience’s, not actually his, as becomes clear in one
of the branches that reveals the interactor to be in the position of an outside entity controlling
Stefan. This aspect breaks the identification with the role of Stefan and it invites a reflection on
agency and responsibility – to what extend do we control the character, how much responsibility
do we have and what level of control do we have ourselves?
Reactions by professional critics, personal blogs and in discussion forums run the gamut from
cautious enthusiasm (71% on Roen Tomatoes2, 61% on Metacritic3, both accessed Feb 1, 2019) to
disappointment4,5,6,7. To beer understand these mixed reactions, we are interested in the following
issues: What drives enjoyment for the audience? How are the limited options and the forced
violence perceived? Do interactors identify with the main character that they only partly control?
How do audiences perceive the limited agency of the choose-your-own-adventure style? These are
some of the questions that motivated the study we will describe in the next section.
3 A Study of Audience Reaction to Bandersnatch
32 students of a seminar on interactive narrative at the University of the Arts Utrecht (HKU)
participated in our study. The sample consists of 15 female and 17 male students, between 18 to 27
(M = 21.28, SD = 2.29) of age, from dierent majors (game development, game art, music and
technology, arts and economy). Aer a short introduction, students experienced Netflix’
Bandersnatch for the first time, using their own laptops and headphones. The experience lasted
between one and two hours (M = 83.75 minutes SD = 19.07). Once participants decided to no longer
engage with Bandersnatch, they filled out an online questionnaire. We use a combined
quantitative and qualitative approach, specifically a slightly extended version of Roth’s
measurement toolbox [9] which consists of 14 validated 5-point Likert scales addressing dierent
experience dimensions (see Table 1). As a qualitative measurement participants were asked an
2 https://www.rottentomatoes.com/tv/black_mirror/52530/
3 https://www.metacritic.com/tv/black-mirror-bandersnatch
4 https://www.barstoolsports.com/barstoolu/black-mirror-was-my-favorite-show-ever-and-i-think-bandersnatch-just-
ruined-it-forever
5 https://littlebitsofgaming.com/2019/01/02/black-mirror-bandersnatch/
6 http://keithrhiggons.com/review-black-mirror-bandersnatch/
7 https://variety.com/2018/tv/reviews/bandersnatch-black-mirror-review-1203096231/
250
open question: “If at one point in the experience you felt confused and/or lost interest: describe
that moment and why you felt that way.”
Table 1: Aggregated experience ratings with gender based comparison, combined ratings and scale
reliability (N = 32)
Male
Female
Sig.
Combined
Dimensions
M
SD
M
SD
p
M
SD
Items
Rel.
Age
21.4
2.06
21.4
2.4
.996
21.4
2.3
1
NA
Playtime
86.3
21.2
81.6
18.2
.521
83.5
19.3
1
NA
Usability
4.7
.44
4.3
.71
.116
4.5
.62
2
NA
Local Eectance
3.9
.81
3.5
.66
.252
3.6
.75
3
.71
Global Eectance
3.8
.65
3.7
.72
.665
3.7
.68
3
.63
Autonomy
3.5
.75
2.9
.67
.075
3.1
.82
4
.79
Presence
3.2
.98
2.8
1.1
.395
2.9
1.1
3
.85
Flow
3.1
.76
2.9
.79
.642
3.0
.76
4
.65
Curiosity
4.6
.57
4.1
.54
.016*
4.3
.83
3
.87
Suspense
4.2
.71
3.4
.76
.004*
3.7
.88
3
.76
Identication
2.5
.75
2.2
.89
.300
2.3
.83
3
.62
Char.
Believability
4.1
.54
3.5
.73
.019*
3.8
.71
3
.72
Enjoyment
4.5
.57
3.8
.85
.021*
4.1
.83
3
.84
Meaningfulness
3.7
.55
3.2
.78
.031*
3.4
.75
5
.82
Positive Aect
3.6
.85
3.0
.79
.048*
3.3
.87
4
.80
Negative Aect
2.5
.84
2.5
.66
.950
2.5
.73
4
.56
Avoid killing dad
3.4
1.5
3.9
1.0
.266
3.7
1.2
2
NA
Coherence
3.7
.43
3.4
.53
.102
3.5
.51
2
NA
Confusion
2.2
.99
2.8
1.1
.171
2.5
1.0
2
NA
* signicance on p < .05 level; scale reliability: NA when Cronbach’s not available
251
The results show a very positive rating of system usability (M = 4.5), reflecting to the simple
interface of the work. Both local eectance (direct input within a scene) and global eectance
(impact on the progression of the narrative over time) were rated rather positively (M = 3.6 and M
= 3.7). This indicates that, overall, interactors felt they had an impact on the narrative progression.
Simultaneously, the average rating of perceived autonomy was almost neutral (M = 3.2). One
might have expected a lower score here, as Bandersnatch oers only two options at decision points.
This limited autonomy becomes more evident when participants were asked if they tried to find a
way to avoid killing Stefan’s dad, which many did (M = 3.7). The choice of killing the father was
particularly interesting since it is the only narrative branch that results in the success of Stefan’s
game. One participant, rating his eectance and autonomy very low, commented: “For the majority
I felt like I had no agency, there wasn't even an illusion of choice.” Another participant remarked: “I
kinda lost interest when the game seemed to force a certain option.”
Bandersnatch did not convince our participants as an immersive experience, with presence (M =
2.9) and flow rated neutral (M = 3.0). One reason for this result could be character identification,
which got the lowest score of all experience dimensions, with an average of 2.3. On the other side,
character believability was rated positively (M = 3.8), as well as curiosity (M = 4.2) and suspense (M
= 3.7). This shows that participants were oen eager to find out how the narrative progressed,
likely trying to achieve a good outcome for the main character Stefan. “The more complicated it
became, the more interested I got. I wanted to know what was really the case.” However, having many
parallel storylines bears the risk of harming the impact of each single one. “Aer three or so
dierent endings I thought I finished the story enough times. Playing over and over just to see
dierent endings makes one specific storyline less unique, imo.” When asked about the moment of
losing interest, nine participants mentioned scenes in which Bandersnatch looped, rewinding to an
earlier, already known scene in an aempt to force interactors to try previously neglected options.
Overall, enjoyment was rated with an average of 4, which shows that most participants had a good
time with Bandersnatch despite the aforementioned shortcomings. Meaningfulness (eudaimonic
appreciation [1]), showed a positive trend, albeit not a very strong one (M = 3.4). Aer experiencing
Bandersnatch, we find interactors to be in a more positive (M = 3.3) than negative mood (M = 2.4).
We observed dierences in the perception and rating based on gender. Males rated six
dimensions significantly higher than females (see Table1). A reason could be that the narrative is
populated with mostly male characters, including the protagonist Stefan. Interestingly, male
participants did not identify much with him. An explanation could be the weird and eventually
violent behavior of Stefan, killing his father and becoming increasingly paranoid throughout the
narrative. A multiple linear regression was calculated to predict enjoyment based on the measured
experience dimensions. A significant regression equation was found (F(3, 27) = 37.508, p < .000),
with an R2 of .806. Participants’ predicted enjoyment is equal to -.290 + .575 (meaningfulness) +
.350 (positive aect) + .336 (global eectance), all coded using 5-point Likert scales. The enjoyment
score increased .575 points for each point on meaningfulness, .350 points for each point on positive
252
aect and .336 points for each point on global eectance. Perceived meaningfulness, positive aect,
and global eectance were significant predictors of enjoyment. This finding shows the relevance of
transformational (personal meaning and aect) power of interactive narratives and the role of
interactors’ agency (global eectance) to create an enjoyable experience.Furthermore, narrative
coherence (“I found the individual narrative paths coherent” and “I found the overall narrative
experience coherent”) was rated rather positively (M = 3.4). The reported level of confusion (“I
found the narrative to be confusing” and “At some point I didn’t know what to do”) was rather low
(M = 2.5).
4 Discussion
We expected the level of confusion to be much higher as our pre-tests showed that many
participants experienced a loss in interest, at one point, based on the confusion on the many
looping narrative branches and the struggle to find the “real” ending. Likewise, we expected the
perceived level of narrative coherence to be lower. This might be related to the composition of our
sample that consists of students interested in interactive narrative. Future studies need to replicate
these findings with a larger and more diverse sample.
The categorical challenge is at the heart of the mixed reactions: does Bandersnatch belong to the
category “game” or is it a “TV episode”? This is not only an issue for the analysis of Bandersnatch,
but also an important factor in regards to audience expectations. Framing an interactive experience
as an iteration of an established non-interactive TV series is thus a questionable strategy.
5 Conclusion
At the core of the design and enjoyment of Interactive Digital Narratives lies user agency (cf. [4,6-
8]), the power to impact the narrative progression. Ironically, the narrative of Bandersnatch is about
not having control. The main character is controlled by the interactor, who in turn is limited to
binary choices, one of which will be chosen automatically, if they do not decide before a timer runs
out. However, granting full agency seems not possible with the current Netflix technology and
prerecorded material. It is therefore crucial to identify design strategies for oering the audience
meaningful choices that use the limited agency this format provides to the best eect. We will
approach this question with further analysis of the sample data and with a focus on the qualitative
feedback, for example in more clearly identifying the point of losing interest. In addition, we will
investigate future interactive productions by Netflix and compare the results to the present study.
REFERENCES
[1] Gerald C Cupchik, Garry Leonard, Elise Axelrad, and Judith D Kalin. 1998. The Landscape of Emotion in Literary
Encounters. Cognition & Emotion 12, 6: 825–847. hps://doi.org/10.1080/026999398379457
253
[2] Chris Hales. 2005. Cinematic interaction - From Kinoautomat to Cause and Eect. Digital Creativity 16, 1: 54–64.
hps://doi.org/10.1080/14626260500147777
[3] David Herman. 2002. Story Logic. U of Nebraska Press, Lincoln, NE.
[4] Noam Knoller. 2010. Agency and the Art of Interactive Digital Storytelling. In Interactive Storytelling, Ruth Ayle, Mei
Yii Lim, Sandy Louchart, Paolo Pea and Mark Riedl (eds.). Springer Berlin Heidelberg, Berlin, Heidelberg, 264–267.
hps://doi.org/10.1007/978-3-642-16638-9_38
[5] Hartmut Koenitz. 2015. Towards a Specific Theory of Interactive Digital Narrative. In Interactive Digital Narrative,
Hartmut Koenitz, Gabriele Ferri, Mads Haahr, Digdem Sezen and Tonguc Ibrahim Sezen (eds.). Routledge, New York,
91–105.
[6] Hartmut Koenitz. 2015. Design Approaches for Interactive Digital Narrative. In Interactive Storytelling. Springer
International Publishing, Cham, 50–57. hps://doi.org/10.1007/978-3-319-27036-4_5
[7] Janet Horowitz Murray. 1997. Hamlet on the Holodeck: the Future of Narrative in Cyberspace. Free Press, New York.
[8] Christian Roth, Tom van Nuenen, and Hartmut Koenitz. 2018. Ludonarrative Hermeneutics: A Way Out and the
Narrative Paradox. In Interactive Storytelling - 11th International Conference on Interactive Digital Storytelling, ICIDS
2018,
Dublin, Ireland, December 5-8, 2018, Proceedings, Rebecca Rouse, Hartmut Koenitz and Mads Haahr (eds.). The 3rd
International Conference for Interactive Digital Storytelling, Cham, 93–106. hps://doi.org/10.1007/978-3-030-04028-4_7
[9] Christian Roth. 2016. Experiencing Interactive Storytelling. Vrije Universiteit. PhD Thesis, Retrieved from
hps://research.vu.nl/en/publications/experiencing-interactive-storytelling
[10] Marian F Ursu, Ian C Kegel, Doug Williams, Maureen Thomas, Harald Mayer, Vilmos Zsombori, Mika L Tuomola,
Henrik Larsson, and John Wyver. 2008. ShapeShiing TV: interactive screen media narratives. Multimedia Systems 14, 2:
115–132. hps://doi.org/10.1007/s00530-008-0119-z
[11] Marian F Ursu, Maureen Thomas, Ian Kegel, Doug Williams, Mika Tuomola, Inger Lindstedt, Terence Wright, Andra
Leurdijk, Vilmos Zsombori, Julia Sussner, Ulf Myrestam, and Nina Hall. 2008. Interactive TV narratives: Opportunities,
progress, and challenges. ACM Trans. Multimedia Comput. Commun. Appl.4, 4: 25–39.
hps://doi.org/10.1145/1412196.1412198
254
... After all, interactions with an interactive digital story are traditionally considered meaningful when they have an impact on the development of the story when the interactor is afforded "dramatic agency" (Murray, 2011). Dramatic agency is the ability to make 'meaningful choices' and see their effects (Kolhoff & Nack, 2019;Roth & Koenitz, 2019). Such choices in digital story design spark curiosity and, at the same time, contribute to enhancing student engagement in the activity and consequent understanding, as when students experience curiosity, they learn in deeper and more meaningful ways with better recall, dedicate greater levels of concentration, and persevere until their goals are met (Silvia, 2006). ...
Article
Full-text available
p style="text-align:justify">Given curiosity’s fundamental role in motivation and learning and considering the widespread use of digital stories as educational tools from the preschool age, we pursued measuring preschoolers’ curiosity when interacting with digital stories. Using 129 toddlers and preschoolers as a sample, three groups (one for each class) were given different versions of the same digital story to listen to: interactive, non-interactive, and animated. Toddlers' verbal and nonverbal behaviors were utilized to quantify curiosity as a condition brought on by the app. The participants' verbal and nonverbal behaviors were recorded during the digital reading aloud. Every child's data was encoded at one-minute intervals to examine concurrent behavior, and the results were then compiled. The findings show that interactive presentation formats encourage more touching and language use but less noise production and that interaction and the creative use of hot spots in digital illustrations are key elements in piquing viewers' curiosity while contributing to the strengthening of the engagement to the activity and the cultivation of critical thinking, creativity, and imagination.</p
... One way to overcome this challenge is to use elements to foster interactions in the video (Brame, 2016;Roth & Koenitz, 2019). These elements, like quizzes and question marks, can positively influence motivation and engagement (Liao et al., 2019) by focusing learners' attention on essential information (Huh et al., 2019). ...
Article
Full-text available
The use of learning videos has grown dramatically in the last decades. However, there is also increasing criticism against the use of learning videos concerning the harmful effects on the learning process, such as a decrease in motivation, engagement, and learning success. Although interactive learning videos can be helpful in supporting students' learning process, the design of such videos is still challenging for instructional designers. To overcome these challenges, we follow a Design Science Research (DSR) approach and develop a design pattern-based process to support the development of interactive learning videos. To this end, we engage in multiple DSR cycles where we conduct a systematic literature review, collect practical and theoretical requirements, as well as develop and evaluate our artifact in two cycles. Finally, we codify our results into design patterns and a creation process for interactive learning videos. With our contribution, we make design knowledge for such learning materials accessible by including tangible and applicable practices during our interactive learning video creation process. Our contribution aims to support developers and educators in designing more effective learning videos.
... The overall reception of Bandersnatch is relatively poor if we consider the size and potential of the project. A recent study shows that the audience finds it as a mediocre experience at best (Roth & Koenitz, 2019). Online reviews, reactions, and scores by critics are slightly better (Metacritic,61;Rotten Tomatoes,72 %;IMDb,7.2), ...
Chapter
Full-text available
Black Mirror: Bandersnatch is a stand-alone interactive movie in the Black Mirrorseries. In this chapter, Black Mirror: Bandersnatch is analyzed as an example of interactive cinema. Interactive cinema flourished in the early 1990s, with the possibility of storing longdigitized videos to CD-ROMs. Bandersnatch suffers from the same type of structural prob-lems associated with older examples of the genre of interactive cinema. From a ludologicalperspective, games and stories are two distinct and incompatible structures. In game studiesliterature, a contradiction between ludic and storytelling structures is called ludonarrativedissonance. In this chapter, conceptual tools will be developed to locate and explore thedissonance in Bandersnatch by elaborating on different readings of ludonarrative disso-nance. Utilizing different readings of ludonarrative dissonance, Bandersnatch’s structuralproblems will be accordingly analyzed.
... Such interactive or branched videos enable viewer decision-making in the video process, gathering decisions that lead to a large nonlinear video viewing experience [11,33,64]. Netflix's Black Mirror: Bandersnatch is an example of an interactive video that designs different endings based on viewers' choices [55]. It invokes curiosity and pleasure in the viewer regarding the video itself, enabling them to take the initiative in the story flow while watching the video using an interactive format. ...
Conference Paper
The pandemic has contributed to the increased digital content development for remote experiences. Notably, museums have begun creating virtual exhibitions using 360-videos, providing a sense of presence and high level of immersion. However, 360-video content often uses a linear timeline interface that requires viewers to follow the path decided by the video creators. This format limits viewers’ ability to actively engage with and explore the virtual space independently. Therefore, we designed a map-based video interface, Viewer2Explorer, that enables the user to perceive and explore virtual spaces autonomously. We then conducted a study to compare the overall experience between the existing linear timeline and map interfaces. Viewer2Explorer enhanced users’ spatial controllability and enabled active exploration in virtual museum exhibition spaces. Additionally, based on our map interface, we discuss a new type of immersion and assisted autonomy that can be experienced through a 360-video interface and provide design insights for future content.
Article
Full-text available
Berufliche Bildung im Kontext der Digitalisierung - Entwicklungen in Deutschland und Chancen der internationalen Zusammenarbeit
Conference Paper
Full-text available
This paper discusses the digital dissemination and interactive learning model of intangible cultural heritage (ICH), emphasizes the importance of ICH inheritance, and points out the limitations of existing digital dissemination methods such as WebAR, VR, live streaming and MOOC online education. Due to the impact of COVID-19 and the development of online video courses, ICH online education needs innovative ways to enhance the learner's experience. This paper also explores the development and application of digital narrative theory, and cites four structures of digital narrative proposed by Henry Jenkins: Evocative Spaces, Enacting Stories, Embedded Narratives and Emergent narratives, to analyse the interactive video course of ICH. Further, the paper also analyses the application of digital narrative theory in the online video course of Guangcai porcelain, and proposes to improve learners' creative participation experience through interactive learning mode. The research also includes user research and interactive video design analysis, aiming to solve challenges in online education of Guangcai porcelain by combining digital narrative theory and interactive video technology. Interactive video. Intangible cultural heritage. Interactive learning. Digital dissemination. Digital narrative.
Article
Full-text available
The first major interactive film on Netflix with live-action scenes was Bandersnatch, released in December 2018. Bandersnatch offers viewers a unique viewing experience distinct from traditional cinema, as it provides the viewer with multiple choices within the narrative trajectory. Digital interactive media technologies have become increasingly popular due to public demand for interactive engagement and a democratisation of text control. There is a social desire to deprive the author of total control over the story; to co-create stories using imagination while adhering to formal limitations and structures; to play with the text as an incomplete form; for the ability to rearrange the story’s order, alter its quality, and other such things. These meet the audience-creative user’s needs and satisfaction (Cover, 2004). Where personal emotions can be invested and free choice can be exercised in cyberspace, the emergence of interactivity as a kind of audience engagement is a robust culturally rooted desire. This article attempts to understand and analyse the uses and gratifications experienced by the audience during the interactive viewing process. However, digital participation proves to have limitations. Through a case study of the interactive film Bandersnatch, this paper explores how the interactivity and the features of video games can be used to give users so-called “free choice,” but that can actually be frustrating and ultimately offer only the illusion that the audience has any significant control over the story. In the end, the decisions made by the audience offer some relevant affordances to the interactive user but eventually proceed to reinforce the ideological control from the production team.
Chapter
This paper presents a novel method that utilizes ChatGPT for the categorization of audience comments in game live streams, treating it as a zero-shot task. Audience participation games have gained significant popularity in the realm of game live streaming, playing a vital role in game promotion and audience engagement. Streamers employ various techniques such as storytelling and interactive narrative to cultivate a larger fan base and enhance the value of their streams. Simultaneously, the audience generates diverse comments that directly impact the streamer’s interactive narrative and storytelling. However, the traditional methods for comment analysis in game live streams are lacking in terms of speed and cost-effectiveness. Therefore, our aim is to investigate whether ChatGPT can fulfill these requirements. Through experimental evaluation, our results indicate a majority choice of 54.34% and a human choice of 82.61%, showcasing that ChatGPT, when employed with suitable prompts, can address the aforementioned need.
Chapter
Full-text available
The practice of designing Interactive Digital Narratives [IDN] is often described as a challenge facing issues such as the “narrative paradox” and avoid-ing the unintentional creation of “ludonarrative dissonance”. These terms are expressions of a perspective that takes narrative and interactivity as dichotomic ends of a design trajectory, mirroring an enduring discussion in-game studies be-tween positions often cast as ludologists and narratologists. The dichotomy of ludo versus narrative is, in itself, problematic and is often the source of the very conflict it describes. In this paper, we investigate this issue through the example of the cooperative game A Way Out, in which two players team up to break out of prison. The game is designed with a narrative twist, involving the escalation and final resolution of the game’s competitive motif in the final scene. To understand the user experiences of this reveal, and the concomitant consequences, we engage in a discursive analysis of "Let’s Play" videos as a largely untapped re-source for research. By analyzing the interactions and performances in these videos, we can more clearly understand player responses to unsatisfying IDN design. As a result, we introduce the notion of a ‘hermeneutic strip’, extending Koenitz’ SPP model to locate and describe the involved processes of narrative cognition in IDN work.
Chapter
Full-text available
Interactive digital narrative (IDN) challenges basic assumptions about narrative in the western world—namely about the role of the author and the fixed state of content and structure as the audience takes on an active role and the narratives become malleable. 1 It seems quite clear that narrative theory—as is—cannot fully account for these changed conditions. Many scholars have reacted to these challenges by adapting established narrative theories. This approach has clear advantages as terms, categories, and methods of analysis are already well understood. On the other hand, analysing IDN with theoretical frameworks created to describe narrative in traditional media carries the risk of misunderstanding the nature of the change. In this regard, Espen Aarseth rightfully warns of the danger of " theoretical imperialism " (1997, p. 16). For example, once we focus on similarities with ancient Greek stage play we can become overly wedded to the framework of Aristotle's Poetics and prone to disregard aspects that do not fit that particular frame of reference. A more fully developed theory of digital interactive narrative should be careful to avoid such theoretical pitfalls. Before sketching out a specific theoretical framework for IDN, I will analyse several existing theoretical perspectives to foreground the scope and focus of earlier contributions and investigate which aspects are not fully covered yet.
Conference Paper
Full-text available
While authoring has long been a concern for researchers engaged in interactive narrative, generalized design approaches have been less of a focus. At the same time, the need for design conventions to aid in the creation of artifacts has long been recognized, starting with Murray’s 1997 Hamlet on the Holodeck. However, unlike in the related field of game design, widely accepted, generalized conventions are still elusive. In this paper I investigate the state of affairs and identify several broad trajectories in the scholarly treatment of interactive narrative authoring. I propose a process and a set of design heuristics developed in my practice of teaching interactive digital narrative.
Article
Full-text available
This study examined the effects of emotional subject matter and descriptive style in short story excerpts on text (e.g. rich in meaning) and reader response-oriented (e.g. liking) ratings. Forty-eight subjects, including equal numbers of trained and novice male and female students, read two examples of each text twice and either generated or received interpretations between readings in a within-subjects design. In general, intellectual challenge slowed the pace of reading, whereas suspense-based arousal increased it. Emotional subject matter had a more powerful effect than descriptive style on both cognitive (challenging, rich in meaning) and affective (expressive, personally relevant) scales and were read more quickly. Generating interpretations fostered subjective reactions to the Emotional excerpts (images), whereas Descriptive texts were less amenable to subjective responses. Consistent effects were also found for background and gender. As in everyday life, subject matter had a dominant effect in engaging a person's involvement.
Article
Full-text available
This article is motivated by the question whether television should do more than simply offer interactive services alongside (and separately from) traditional linear programs, in the context of its dominance being seriously challenged and threatened by interactive forms of screen media entertainment. It suggests: yes. Interactive narrativity, that is, the ability to interact with (and influence) stories whilst they are being told, represents one clear development path for interactive television. The capabilities of computing technology are ripe for exploring this new form of storytelling, from creation to commercial distribution. The article starts by looking at the relationship between narrativity and interactivity in the current context of screen media, and identifies clear signs of interest from certain European public broadcasters in interactive TV narratives. It then presents in detail four recent experimental interactive TV productions in the genres of drama, news, and documentary, developed in collaboration with public broadcasters, which illustrate the potential and richness of this new form of storytelling, but also highlight new technological capabilities necessary for such productions. A number of essential technological requirements are then discussed in more detail in the final part. The article suggests that the ShapeShifting Media Technology, employed in the implementation of the four productions, has made significant advances both at the technological and the creative ends in supporting the development of interactive TV narrativity, but, however, that further developments are required before being able to answer questions such as “Would end users want such a form of screen media entertainment&quest;” and “Would it be effective for both end users and producers&quest;”
Conference Paper
Full-text available
Taking seriously Andrew Stern’s aspiration that IDS become a premier art form for the 21st century, this paper re-examines agency, understood as the ability to freely control the plot, as a key concept in IDS aesthetics. Tracing the origins of this notion in IDS theory, this paper suggests that ”true” agency is a myth, and that even restricted agency is too constrained to serve as a desirable goal for IDS-as-art.
Article
Full-text available
This paper presents a paradigm, called ShapeShifting TV, for the realisation of interactive TV narratives or, more generally, of interactive screen-media narratives. These are productions whose narrations respond on the fly (i.e. in real time) to interaction from active viewers. ShapeShifting TV refers to productions made mainly with pre-recorded time-based material, in which variation is achieved by selecting and rearranging atomic elements of content (e.g. video clips) into individual narrations. The aimed quality of the productions (e.g. narrative continuity and aesthetics) is at least that of good traditional linear TV programmes. The artefact which determines the way individual stories unfold, called the narrative space, is authored and tested by experts before the delivery of the programme. However, the adaptation of narrations to input, at delivery time, is automatic. ShapeShifting TV is a generic paradigm; it is neither production nor genre specific. Furthermore, it is not confined to television; it is about screen media in general. ShapeShifting TV is founded on a computational language called Narrative Structure Language (NSL) and is accompanied by a comprehensive software system for authoring and delivery (which implements NSL). These were successfully employed to the creation of a number of ShapeShifting TV productions, which extended genres such as drama, documentary and news with interactivity. This paper defines the ShapeShifting TV paradigm, outlines NSL and the associated software, and presents two ShapeShifting TV productions.
Article
The world's first interactive movie was created in Czechoslovakia and called Kinoautomat. After achieving world fame at the Expo'67 in Montreal, this pioneering work of interactive narrative quickly disappeared from memory. Inspired by my own long-standing personal interest in interactive film, I set out to discover as much as possible about the Kinoautomat, with the ultimate aim of making an interactive DVD from the original materials. Although the process has involved considerable archaeology it has proved ultimately successful, and has had the additional result of fuelling a new dimension to my own personal work – the ‘live’ performance of an interactive film show called Cause and Effect in which the audience are encouraged to interact in various ways with the different films presented.
Article
Obra que analiza las propiedades, ventajas, reacciones y significados que ofrece la narrativa interactiva frente a la narrativa lineal para entender cómo las historias median nuestra forma de pensar el mundo.
Experiencing Interactive Storytelling. Vrije Universiteit
  • Christian Roth
Christian Roth. 2016. Experiencing Interactive Storytelling. Vrije Universiteit. PhD Thesis, Retrieved from https://research.vu.nl/en/publications/experiencing-interactive-storytelling