Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Possible Worlds, Artificial Intelligence, and Narrative Theory
Possible Worlds, Artificial Intelligence, and Narrative Theory
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
A tangible platform for documenting experiences and sharing multimedia stories
ETP '03 Proceedings of the 2003 ACM SIGMM workshop on Experiential telepresence
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Play Between Worlds: Exploring Online Game Culture
Play Between Worlds: Exploring Online Game Culture
Beyond binary choices: integrating individual and social creativity
International Journal of Human-Computer Studies - Special issue: Computer support for creativity
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Exploring social interactions and attributes of casual multiplayer mobile gaming
Mobility '07 Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology
Interactive TV narratives: Opportunities, progress, and challenges
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Creating augmented and immersive television experiences using a semantic framework
Proceedings of the 1st international conference on Designing interactive user experiences for TV and video
The IRIS Network of Excellence: Integrating Research in Interactive Storytelling
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
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We suggest harvesting the power of multiplayer design to bridge content across different media platforms and develop player-driven cross-media experiences. This paper first argues to partially replace complex AI systems with multiplayer design strategies to provide the necessary level of flexibility in the content generation for cross-media applications. The second part describes one example project --- the Next Generation Play (NGP) project --- that illustrates one practical approach of such a player-driven cross-media content generation. NGP allows players to collect virtual items while watching a TV show. These items are re-used in a multiplayer casual game that automatically generates new game worlds based on the various collections of active players joining a game session. While the TV experience is designed for the single big screen, the game executes on multiple mobile phones. Design and technical implementation of the prototype are explained in more detail to clarify how players carry elements of television narratives into a non-linear handheld gaming experience. The system describes a practical way to create casual game adaptations based on players' personal preferences in a multi-user environment.