Simulations: a safe place to take risks in discussing cultural differences
Simulation and Gaming - Special issue: silver anniversary issue, part 3
Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Slow Technology – Designing for Reflection
Personal and Ubiquitous Computing
Technology as Experience
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
Staying open to interpretation: engaging multiple meanings in design and evaluation
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Understanding geocaching practices and motivations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing location-based mobile games with a purpose: collecting geospatial data with CityExplorer
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Checkpoints, hotspots and standalones: placing smart services over time and place
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Canyons, deltas and plains: towards a unified sculptural model of location-based hypertext
Proceedings of the 24th ACM Conference on Hypertext and Social Media
Hi-index | 0.00 |
In this paper we introduce StoryTrek, a locative hypernarrative system developed to generate stories based on a reader's location and specific movements in the real world. This creates, for readers, an interplay between navigation, narrative, and agency, as well as between the fictional and real world experience. In early tests we observed the emergence of a number of recurrent themes in participants' experiences which are characteristic of the StoryTrek system, but which also help us to understand locative media storytelling affordances more generally. In this paper we present the system itself, along with initial thematic observations concerning agency, role play, reflection, and shared experience.