Skip to main content

EDITORIAL article

Front. Virtual Real., 10 February 2023
Sec. Virtual Reality and Human Behaviour
This article is part of the Research Topic Interactive Digital Narratives Representing Complexity View all 7 articles

Editorial: Interactive digital narratives representing complexity

  • 1Department of Media Technology, Södertörn University, Huddinge, Sweden
  • 2Informatics Institute, University of Amsterdam, Amsterdam, Netherlands
  • 3School of Computer Science and Statistics, Trinity College Dublin, Dublin, Ireland
  • 4School of Informatics, University of Skövde, Skövde, Sweden
  • 5Department of Electronic Systems, Norwegian University of Science and Technology, Trondheim, Norway

This Research Topic provides a slice of current research on Interactive Digital Narrative (IDN), a growing field of study and a design discipline with roots going back to Buckles (1985); Laurel (1986) early PhD research in the 1980s and work on text adventures in the 1970s. The seminal work by Murray (1997) initiated continuous development in both theory and design (c.f. (Aylett, 2000; Montfort, 2003; Jenkins, 2004; Louchart and Aylett, 2004; Pearce, 2004; Louchart et al., 2008; Koenitz, 2010; Fernández-Vara, 2011; Koenitz, 2015; Koenitz et al., 2015; Dubbelman, 2016; Eladhari, 2018). IDN works manifest in different forms, with narrative-focused video games being the most well-known form to general audiences. At the same time, virtual reality/augmented reality/mixed reality works as well as interactive documentaries, and journalistic interactives are reaching increased audiences.

The most prominent outlet for IDN research is the International Conference on Interactive Digital Storytelling (ICIDS1) which is now in its 15th year, organized by the Association for Research in Digital Interactive Narratives (ARDIN2). The Research Topic is also discussed in many other places including AI-focused conferences such as the Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE3), the Workshop on Intelligent Narrative Technologies (INT), the Foundations of Digital Games conference series (FDG4), and the conference of the Digital Games Research Association (DIGRA5) as well as ZIPScene6. Variants of IDN have been discussed in the long-running conference of the Electronic Literature organization (ELO7), but also in the context of cinema and VR at places such as the DocLab at the International Documentary Film Festival Amsterdam (IDFA8), the Sundance and Tribeca Festivals and many others.

Given the status of IND research as an interdisciplinary field of study, the questions of adequate frameworks (Koenitz and Eladhari, 2019; Koenitz, 2021), design conventions (Murray, 2011; Koenitz et al., 2018a), transhistorical approaches (Rouse and Holloway-Attaway, 2020; Holloway-Attaway and Rouse, 2022) and evaluation (Roth, 2016; Steinemann et al., 2017) are ongoing concerns. Lately, the question of ethics in the creation process (Fisher and Schoemann, 2018; Barbara et al., 2021) and of decolonialization of underlying narrative structures and other assumptions (Koenitz et al., 2018b; Silva et al., 2022) have found increased attention in part inspired by similar developments in game studies (Mukherjee, 2018; de Paula, 2021; Trammell, 2022).

The editors of this Research Topic are leading members of a network of scholars–the EU COST action INDCOR (Interactive Narrative Design for COmplexity Representations, https://indcor.eu)—that positions IDN as a means to communicate complex topics. Due to its systemic, procedural and participatory nature, IDNs have several advantages for representing and facilitating the understanding of complex phenomena. IDNs allow audiences to experience the consequences of a series of choices (e.g. in terms of environmental impact) and then to reconsider these choices through replay. In addition, IDNs can contain multiple competing perspectives that enable audiences to experience them within a single comprehensive space. With a focus on participatory forms (e.g. integrated discussion fora, organized co-creative activities, or multiple authorship), IDNs can also coordinate and organize the discourse on a complex Research Topic to accommodate many voices and perspectives.

INDCOR connects over 200 scholars from more than 40 countries and is a coordinated effort in establishing a shared conceptual framework and vocabulary (Koenitz et al., 2020), an understanding of societal impact (Silva et al., 2022), empirical evaluation methods, as well as generalized design and production methods (Perkis and Taveter, 2022). The members of INDCOR are driven by the conviction that the present challenges facing the global community including climate change, economic inequality, migration, oppression and armed conflict require novel approaches to create understanding of these highly complex topics and to foster discourse. In this sense, INDCOR positions IDN works as a countermeasure against the overly simplistic messages of populism.

The Research Topic highlights contributions to the study of IDNs as a means to address complexity as a societal challenge. The articles included in this Research Topic are described below:

In “Epistemic rhetoric in Virtual Reality interactive factual narratives,” Fisher examines how interactive narrative, in particular using VR, can create knowledge about a non-fiction subject. Drawing attention to the inherent epistemic rhetorical aspect inherent in knowledge production, he grounds his discussion in Sophist rhetorical tactics of antithesis, enargeia, kairos, and mêtis. Fisher applies this framework to discuss the design of an IDN focused on racial injustice in the United States.

In “Using Self-Determination Theory to Explore Enjoyment of Educational Interactive Narrative Games: A Case Study of Academical,” Grasse et al. present a study of Academical, an education-focused narrative game aimed at teaching responsible conduct in research. The authors apply Self-Determination Theory (SDT) as a means to evaluate this IDN and find that the participants of their study deemed the experience enjoyable. They discuss design consideration and identify relatedness as a particular factor warranting further work.

In “Interactive digital narratives as complex expression means.Bellini discusses IDN as complex systems and what such an understanding entails in terms of sense-making, including sensorimotor experiences. By improving knowledge about the representational capabilities and affordances of IDN, the article lays foundations for the creation of more engaging and impactful experiences.

In “Breaking immersion: A theoretical framework of alienated play to facilitate critical reflection on interactive mediaAeschbach et al. explore IDNs from the perspectives of player engagement, exploring how IDNS may offer unique opportunities for critical reflection for players in terms of complex representations and forms of alienated play.

In “Narrative Self-Recreation in Virtual Reality”, Georgieva and Georgiev offer an exploration of VR and storytelling in healthcare contexts. Their research provides a theoretical proposal for playful self-construction mechanisms in immersive VR environments to create opportunities that can change one’s narrative and, hence, one’s real-life story.

In “Representing Mental Disorders with Virtual Reality Applications: Designing for Multimodality and Complex ParticipationBakk, examines VR narratives in mental health contexts and offers strategies to identify representational complexity in artistic, interactive VR experiences exploring various mental health conditions.

Author contributions

HK contributed 60% of the text, LH-A contributed ca 30% of the text and AP 10%.

Acknowledgments

We would like to highlight the contributions from PhD students Asim Hameed and Shafaq Irshad who were instrumental in organizing this Research Topic. The authors acknowledge the support of the EU COST Association in the form of the COST Action 18230 INDCOR (Interactive Narrative Design for Complexity Representations). https://indcor.eu.

Conflict of interest

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Publisher’s note

All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.

Footnotes

1https://ardin.online/conferences/icids-interactive-storytelling/.

2https://ardin.online.

3https://aaai.org/Conferences/AIIDE/aiide.php.

4http://www.foundationsofdigitalgames.org/.

5http://www.digra.org/.

6https://zip-scene.mome.hu/#programs.

7https://eliterature.org/.

8https://www.idfa.nl/en/info/about-idfa-doclab.

References

Aylett, R. (2000). Emergent narrative, social immersion and “storification”. 1st international workshop on narrative interaction for learning environments, edinburgh. Avaialable at: http://www.academia.edu/download/3420309/NILE2000.pdf.

Google Scholar

Barbara, J., Koenitz, H., and Bakk, A. K. (2021). The ethics of virtual reality interactive digital narratives in cultural heritage. In A. Mitchell, and M Vosmeer (Hrsg.), Interactive storytelling: 14th international conference on interactive digital storytelling, ICIDS 2021 (S. 1–5). Springer. doi:10.1007/978-3-030-92300-6_27

CrossRef Full Text | Google Scholar

Buckles, M. A. (1985). Interactive fiction: The computer storygame ‘adventure’ [university of California/university of California]. Avaialable at: https://search.proquest.com/docview/303372594/.

Google Scholar

de Paula, B. (2021). Global citizenship for adult education (S. 325–333). New York, NY: Routledge. Decolonizing game literacy.

CrossRef Full Text | Google Scholar

Dubbelman, T. (2016). Narrative game mechanics. In F. Nack, and A. S Gordon (Hrsg.), Interactive storytelling 9th international conference on interactive digital storytelling, ICIDS (S. 39–50). Springer International Publishing. doi:10.1007/978-3-319-48279-8_4

CrossRef Full Text | Google Scholar

Eladhari, M. P. (2018). Re-tellings: The fourth layer of narrative as an instrument for critique. In Interactive storytelling: 11th international conference for interactive digital storytelling, ICIDS 2018 (S. 65–78). Springer Berlin Heidelberg. doi:10.1007/978-3-030-04028-4_5

CrossRef Full Text | Google Scholar

Fernández-Vara, C. (2005). Game spaces speak volumes—indexical storytelling, 2011. Digra. Avaialable at: http://dblp.org/rec/conf/digra/Fernandez-Vara11.

Google Scholar

Fisher, J. A., and Schoemann, S. (2018). Toward an ethics of interactive storytelling at dark tourism sites in virtual reality. In R. Rouse, H. Koenitz, and M Haahr (Hrsg.), Interactive storytelling: 11th international conference for interactive digital storytelling, ICIDS 2018 (S. 577–590). Springer Berlin Heidelberg. Avaialable at: http://www.worldcat.org/de/search?q=bn:978-3-030-04027-7.

CrossRef Full Text | Google Scholar

Holloway-Attaway, L., and Rouse, R. (2022). When you hear the chime: Movable books and the dramaturgical functions of sound in mixed reality interactive narrative design. In M. Vosmeer, and L Holloway-Attaway (Hrsg.), Interactive storytelling (S. 427–440). Springer International Publishing. doi:10.1007/978-3-031-22298-6_27

CrossRef Full Text | Google Scholar

Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin, and P Harrigan (Hrsg.), First person: New media as story, performance, and game. Cambridge, MA: MIT Press.

Google Scholar

Koenitz, H. (2021). Continuity or specificity: Interactive digital narrative and other interactive forms as continuation or new beginning. In the forking paths (S. 67–77).

Google Scholar

Koenitz, H. (2015). Design approaches for interactive digital narrative. In H. Schoenau-Fog, L. E. Bruni, S. Louchart, and S Baceviciute (Hrsg.), Interactive storytelling 8th international conference on interactive digital storytelling, ICIDS 2015. New York, NY: Springer. doi:10.1007/978-3-319-27036-4_5

CrossRef Full Text | Google Scholar

Koenitz, H. (2010). Towards a theoretical framework for interactive digital narrative. In R. Aylett, M. Y. Lim, and S Louchart (Hrsg.), Interactive storytelling: Third joint conference on interactive digital storytelling, ICIDS 2010 (S. 176–185). Springer Berlin Heidelberg. doi:10.1007/978-3-642-16638-9_22

CrossRef Full Text | Google Scholar

Koenitz, H., Di Pastena, A., Jansen, D., de Lint, B., and Moss, A. (2018a). The myth of ‘Universal’ narrative models. In R. Rouse, H. Koenitz, and M Haahr (Hrsg.), Interactive storytelling: 11th international conference for interactive digital storytelling, ICIDS 2018 (S. 107–120). The 3rd International Conference for Interactive Digital Storytelling. doi:10.1007/978-3-030-04028-4_8

CrossRef Full Text | Google Scholar

Koenitz, H., and Eladhari, M. P. (2019). Challenges of IDN research and teaching. In R. E. Cardona-Rivera, A. Sullivan, and R. M Young (Hrsg.), Interactive storytelling: 12th international conference on interactive digital storytelling, ICIDS 2019 (S. 26–39). Springer Nature. doi:10.1007/978-3-030-33894-7_4

CrossRef Full Text | Google Scholar

Koenitz, H., Eladhari, M. P., Louchart, S., and Nack, F. (2020). INDCOR white paper 1: A shared vocabulary for IDN (interactive digital narratives). http://arxiv.org/abs/2010.10135.

Google Scholar

Koenitz, H., Ferri, G., Haahr, M., and Sezen, T. I. (Hrsg.). (2015). Interactive digital narrative. Routledge.

Google Scholar

Koenitz, H., Roth, C., Dubbelman, T., and Knoller, N. (2018b). Interactive narrative design beyond the secret art status: A method to verify design conventions for interactive narrative. Materialities Literature 6 (1), 107–119. doi:10.14195/2182-8830_6-1_7

CrossRef Full Text | Google Scholar

Laurel, B. (1986). Toward the design of a computer-based interactive fantasy system [Ohio State University/Ohio State University].

Google Scholar

Louchart, S., and Aylett, R. (2004). Narrative theory and emergent interactive narrative. Int. J. Continuing Eng. Educ. Life Long Learn. 14, 506. doi:10.1504/IJCEELL.2004.00601714(6)

CrossRef Full Text | Google Scholar

Louchart, S., Swartjes, I., Kriegel, M., and Aylett, R. (2008). Purposeful authoring for emergent narrative. In Technologies for interactive digital storytelling and entertainment (S. 273–284). Springer Berlin Heidelberg. doi:10.1007/978-3-540-89454-4_35

CrossRef Full Text | Google Scholar

Montfort, N. (2003). Twisty little passages: An approach to interactive fiction. The MIT Press.

Google Scholar

Mukherjee, S. (2018). Playing subaltern. Games Cult. 13 (5), 504–520. doi:10.1177/1555412015627258

CrossRef Full Text | Google Scholar

Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. New York, NY: Free Press.

Google Scholar

Murray, J. H. (2011). Inventing the medium: Principles of interaction design as a cultural practice. Cambridge, MA: MIT Press.

Google Scholar

Pearce, C. (2004). Towards a game theory of game. In N. Wardrip-Fruin, and P Harrigan (Hrsg.), First person: New media as story, performance, and game. Cambridge, MA: MIT Press. Avaialable at: http://www.electronicbookreview.com/thread/firstperson/tamagotchi.

Google Scholar

Perkis, A., and Taveter, K. (2022). Applications of complex narratives. New Rev. Hypermedia Multimedia 0 (0), 1–15. doi:10.1080/13614568.2022.21503234568.2022.2150323

CrossRef Full Text | Google Scholar

Roth, C. (2016). Experiencing interactive storytelling [vrije universiteit Amsterdam/vrije universiteit Amsterdam]. Avaialable at: https://research.vu.nl/en/publications/experiencing-interactive-storytelling.

Google Scholar

Rouse, R., and Holloway-Attaway, L. (2020). A prehistory of the interactive reader and design principles for storytelling in postdigital culture. Book 2.0 (101), 7–42. doi:10.1386/btwo_00018_1

CrossRef Full Text | Google Scholar

Silva, C., Reyes, M. C., and Koenitz, H. (2022). Towards a decolonial framework for IDN. In M. Vosmeer, and L Holloway-Attaway (Hrsg.), Interactive storytelling (bd. 13762, S. 193–205). Springer International Publishing. doi:10.1007/978-3-031-22298-6_12

CrossRef Full Text | Google Scholar

Steinemann, S. T., Iten, G. H., Opwis, K., Forde, S. F., Frasseck, L., and Mekler, E. D. (2017). Interactive narratives affecting social change. J. Media Psychol. 29 (1), 54–66. doi:10.1027/1864-1105/a000211

CrossRef Full Text | Google Scholar

Trammell, A. (2022). Decolonizing play. Crit. Stud. Media Commun. 39 (3), 239–246. doi:10.1080/15295036.2022.20808445036.2022.2080844

CrossRef Full Text | Google Scholar

Keywords: interactive digital narrative (IDN), representations of complexity, narrative design, prosocial actions, societal impact, decolonialization, comprehension of complexity

Citation: Koenitz H, Holloway-Attaway L and Perkis A (2023) Editorial: Interactive digital narratives representing complexity. Front. Virtual Real. 4:1132785. doi: 10.3389/frvir.2023.1132785

Received: 27 December 2022; Accepted: 06 January 2023;
Published: 10 February 2023.

Edited and reviewed by:

Mel Slater, University of Barcelona, Spain

Copyright © 2023 Koenitz, Holloway-Attaway and Perkis. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

*Correspondence: Hartmut Koenitz, aGtvZW5pdHpAZ21haWwuY29t; Lissa Holloway-Attaway, bGlzc2EuaG9sbG93YXktYXR0YXdheUBoaXMuc2U=; Andrew Perkis, YW5kcmV3LnBlcmtpc0BudG51Lm5v

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.