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Cybertext: perspectives on ergodic literature
The pleasure principle: immersion, engagement, flow
HYPERTEXT '00 Proceedings of the eleventh ACM on Hypertext and hypermedia
Avatars of the Word: From Papyrus to Cyberspace
Avatars of the Word: From Papyrus to Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Harry Potter and the Chamber of Secrets
Harry Potter and the Chamber of Secrets
Animal Crossing
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Proceedings of the second Australasian conference on Interactive entertainment
FaTe2: storytelling edutainment experiences in 2D and 3D collaborative spaces
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iTell: supporting retrospective storytelling with digital photos
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
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Proceedings of the seventeenth conference on Hypertext and hypermedia
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Storytelling with digital photographs: supporting the practice, understanding the benefit
CHI '08 Extended Abstracts on Human Factors in Computing Systems
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Proceedings of the 26th annual ACM international conference on Design of communication
Design of Interactive Emotional Sound Edutainment System
Proceedings of the 13th International Conference on Human-Computer Interaction. Part IV: Interacting in Various Application Domains
Interactive Storyboard: Animated Story Creation on Touch Interfaces
AMT '09 Proceedings of the 5th International Conference on Active Media Technology
Digital Storytelling as a Whole-Class Learning Activity: Lessons from a Three-Years Project
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
An enhanced concept map approach to improving children's storytelling ability
Computers & Education
Sharing Stories “in the Wild”: A Mobile Storytelling Case Study Using StoryKit
ACM Transactions on Computer-Human Interaction (TOCHI) - Special Issue of “The Turn to The Wild”
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Narrative is central to human experience, and a key way that experience is made meaningful. Education and entertainment have both played a significant part in the evolution of children's narrative. In its liminal state during the 1500s, children's print narrative was primarily educational. Locke's theories of education in the 1700s encouraged "children playing and doing as children," and narrative slowly moved towards being entertaining as well as educational. Not until the 1800s, with the stories of Lewis Carroll, was narrative created solely for the entertainment of children. Throughout its development it has provided a way for shaping children's experience, reflecting how they fit into their society, and helping them construct meaning for themselves. As narrative evolved to find its rightful place in the mix of technology, education, and entertainment within children's print culture, so it is evolving within the rapidly developing digital environment. Authors, publishers, and producers are responsible for understanding how children respond to a digital environment, and for making the digital narrative a positive experience. This paper presents the history of children's literature as it has developed from oral tradition through print and now into digital environments. It draws parallels, particularly between education and entertainment, in children's print narratives and similar (but more rapid) developments in the evolution of digital narratives. In doing so, it aims to encourage a more positive attitude to the significant opportunities new technologies offer for reshaping the way in which narrative for children is conceived and presented so that it continues in its time honored role of constructing meaning in their lives.