Abstract | ||
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Day of the Figurines (DoF) is a pervasive game for mobile phones that uses text messaging. DoF is driven by a strong scripted narrative that is combined with various interactive elements to create a shared experience. It is also a slow game, unfolding over twenty four days of its players' lives, requiring them to send and receive only a few messages each day. Our experience of staging multiple performances of DoF to more than seven hundred players revealed key issues concerning the design and experience of time in such a pervasive game. Most players engaged episodically, raising issues of how to manage reengagement with the game and sustain social relationships. Our experience has led us to propose a framework for how to design time in shared interactive narratives in which five distinct layers of time -- story time, plot time, schedule time, interaction time and perceived time -- are mapped onto one another. |
Year | DOI | Venue |
---|---|---|
2007 | 10.1007/978-3-540-77039-8_14 | International Conference on Virtual Storytelling |
Keywords | Field | DocType |
distinct layer,various interactive element,interaction time,pervasive game,schedule time,interactive narrative,slow game,plot time,mobile phon,episodic storytelling,shared experience,story time | Social relationship,Storytelling,Computer science,Narrative,Pervasive game,Shared experience,Mobile phone,Multimedia | Conference |
Volume | ISSN | ISBN |
4871 | 0302-9743 | 3-540-77037-2 |
Citations | PageRank | References |
6 | 0.44 | 3 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Martin Flintham | 1 | 845 | 90.56 |
Gabriella Giannachi | 2 | 238 | 13.64 |
Steve Benford | 3 | 5886 | 696.64 |
Matt Adams | 4 | 628 | 80.24 |