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Understanding entertainment: story and gameplay are one
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Source Computers in Entertainment (CIE) archive
Volume 3 ,  Issue 1  (Jan-March 2005) table of contents
SECTION: Games table of contents
Pages: 6 - 6  
Year of Publication: 2005
ISSN:1544-3574
Author
Jesse Schell  Carnegie Mellon University
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 5,   Downloads (12 Months): 105,   Citation Count: 4
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ABSTRACT

Stories and games, which historically have been considered radically different experiences with different principles of construction, actually have many underlying commonalities. Although we view stories as passive and linear, and games as active and nonlinear, during both types of experience, a participant (or guest) is mentally active, and having a linear experience. The way to gauge the quality of the guest's experience is through a system of interest curves, which measure interest over time, and interest is shown to be made of three components: inherent interest, poetry of presentation, and psychological proximity. Finally, this paper introduces the idea of indirect control, which is a method of secretly controlling the desires of a guest, allowing a designer to imbue a non-linear interactive experience with structures typically used in traditional storytelling.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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