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Narrative journalism
ournalistic products that display storytelling techniques to report upon realworld events and situations
Evidence-based arguments
independent meaningful units of information. No context needed.
situation-based exemplars
The units of information in a narrative depend on each other for their meaning. Highly structured cause-and-effect chain of events. Context needed.
Exemplification theory
people think that the example is a typical/representative example of the larger issue.
concreteness effect
concrete language is remembered better than abstract language
availability heuristic
the easier information comes to mind, the more probable or frequent this information is thought to be.
Paradigmatic
categorizing the world – relating categories – systemizing
Stigma
a mark of disgrace associated with a particular circumstance, quality, or person
Stigmatized knowledge
Knowledge claims that have not been accepted by those institutions we rely upon for truth validation
Epistemic
The desire for understanding, accuracy, and subjective certainty
Existential
The desire for control and security
Social
The desire to maintain a positive image of the self or group
Persuasion
A successful intentional effort at influencing another’s mental state through communication in a circumstance in which the persuadee has some measure of freedom
Psychological Reactance Theory
humans have a need for freedom to choose their own attitudes and behaviors (overlap with Self-Determination Theory’s need for autonomy)
Fear
the topic is threatening to them
Perceived invulnerability
negative consequences of risky behavior will not affect you
Perceived norms
Everyone does it” = False consensus – Normalizing one’s risky behavior
Inertia
people prefer not to change their current attitudes, behaviors and beliefs, avoiding cognitive dissonance
Cognitive dissonance
an uncomfortable psychological state resulting from inconsistency, or "non-fitting relations among cognitions
boomerang effect
engaging in more of the discouraged behavior as a result of reactance
Selective avoidance
ignoring persuasion attempt
Observational learning
Learning (e.g., healthy) behavior by observing role models by adopting the role model’s knowledge, values, cognitive skills, behavior
Outcome expectancies
the observer’s perceptions of the positive (or negative) consequences of engaging in a given behavior
Self-efficacy
observer’s confidence in their ability to enact the behavior.
Mental imagery
Vivid images (/sounds etc.) of the story world, events and characters We remember what we can easily visualize.
Concreteness effect
concrete language is remembered better than abstract language.
holistic experience
a convergent process where all mental systems and capacities become focused on events occurring in the narrative
Concreteness
the degree of detail and specificity about protagonists, actions, and scene
Specificity
indication of a particular time, space, character, event
Attentional focus
focus on or distraction from the narrative
Emotional engagement
feelings for or with characters, such as sympathy, empathy, and identification (strongest mediator of behavorial effects)
Narrative understanding
following the plot, understanding motivations and actions of characters
Narrative presence
the sensation of being present in a narrative world due to comprehension processes and perspective-taking
Attention
deep concentration of the reader that feels effortless to them
Emotional engagement
feeling for or with characters, such as sympathy, empathy, and identification
Mental imagery
generating vivid images of the story world based on descriptions in the narrative
Transportation into the story world
E.g. When I was finished with reading the story it felt like I had taken a trip to the world of the story.
Flow
Balance between challenge of the task and skill of the performer
presence
Illusion of ‘being there’
Spatial presence
illusion of being physically present in a mediated space or room
Social presence
llusion of being together with a mediated person
Self-presence
illusion of self-identity being present inside a mediated world
Identification
The process of taking on a character’s identity and situational perspective
Affective identification
adopting the character’s feelings and emotions
Cognitive identification
adopting the character’s goals and point of view
Personal transformation
The IDN transforms an interactor’s attitudes, beliefs, and behaviour.
Masquerade
The interactor changes to someone else for the duration of the experience
Variety
The interactor exhaustively experiences various perspectives.
Need for autonomy
need to feel in control, to feel agency
Need for competence
need to experience efficacy and personal growth
Need for relatedness
need to feel meaningfully connected to others (respect, valued)
The narrative paradox
The conflict between the interactor’s agency and the author’s control over the IDN
Author-centric approach
High on authorial control – low on user agenc
4th wall
imaginary wall between characters in fictional world and audience in real world (magic circle in games)
Character-centric approach
Low on authorial control – high on user agency
Ludology
Games are formal systems that should be studied in terms of rules and mechanics.
Narratology
Games are narrative forms that can be studied using narrative theories.
Causal coherence
Event 2 happening because of event 1
Enacting stories
Player/interactor performs actions which make narrative events happen. The player/interactor enacts the story.
micronarratives
Small elements in the story that tell a story themselves OR short narrative units, all kinds of objects (signs, letters, phones, buildings)
Evocative spaces
Spaces to extend already existing memories
Embedded narratives
Narrative information being embedded in the storyworld, like micronarratives
Transformation of spaces
provides ideas about the impact of events on narrative progression.
redundancy
Providing similar information across different spaces and artifacts in the game space
environmental storytelling
The art of crafting a space that evokes a deeper narrative that your audience is encouraged to explore
spatial
navigable as an information repository and/or a virtual place (Immersion)
encyclopaedic
containing very high capacity of information in multiple media formats (Immersion)
procedural
composed of executable rules (Interactivity)
participatory
inviting human action and manipulation of the represented world (Interactivity)
Interactive range
the collection of choices made available to the user – the more choices, the more interactivity
Speed
How fast the system responds
Depth
human-likeness of the interaction – real human social relationships
Choice
the ability to make choices and the richness of these choices
Functional significance
he degree to which a choice satisfies interactors’ desires, needs, and interests – the ability to take meaningful action
Perceived completeness
the number of choices in relation to the number of possible choices the interactor can imagine
Agency
The satisfying power to take meaningful actions and see the results of our decisions and choices
Effectance
the meaningfulness of the effect of a chosen action – actions with a meaningful and perceptible effect on the storyworld
Local effectance
immediate effect noticeable
Global effectance
delayed or cumulative effect, e.g., at the end of the narrative
Autonomy
freedom to choose from a large set of options without feeling pushed
Usability
The ease of access to and use of the application’s interface
Exploratory
Interactor navigates through the virtual world but cannot affect it (e.g., clicking on objects, altering perspective)
Ontological
Interactor changes the virtual world. Determines which story will develop.
Linear narrative
unisequential narrative
Branching storyworlds
A story with a beginning and different endings (e.g. branching or foldback)
Narrative
Representes a specific chronological event sequence as experienced by specific persons in a specific spatiotemporal setting
Story
A chronological event sequence
Discourse
the (re)presentation of the story, which is the result of the act of narration/telling
Event
a change of state, something happening, usually involving a character
Plot event
narrative turn which is dramatically significant
Causality
a cause-and-effect chain of events
Discourse structure
the order in which the events are told
Tellability
The event that makes the story worth telling and worthy of the audience’s attention.
Evaluation
including the take-home message, making the point of the narrative clear
Kernel
what makes us recognize the story (obligatory event that guarantees the story’s coherence/logic OR essential content of the story)
Satellite
what can be replaced or removed while still keeping the story recognizable, but which defines the discourse
Narrativity
the presence and interaction of a set of textual elements that distinguish narrative texts from non-narrative texts and that constitute the potential of a text