Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Facebook Applications and playful mood: the construction of Facebook as a "third place"
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
Multi-user interactive drama: the macro view - three structural layers
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Multi-user interactive drama: the macro view - three structural layers
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
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Process dramas emerge through the interplay of a number of factors including the types of participants and the context of the interaction. The term ‘process drama' was coined by Cecily O'Neil, whose approach to theater in education practice explores the interplay of structure and spontaneity in dramatic workshops directed towards a thematic dialogue. The analysis presented here refers to O'Neil's model in order to explore the factors that influence what is arguably the focal point of computer-mediated multi-user dramas, the individual user's real time experience of that drama. It is proposed that The User Drama can be identified as a six phase process: 1) Perceive and Expect, 2) Invest and Express, 3) Experience Results, 4) Loop, 5) Merge and 6) Reflect.