interactieve Storytelling alles

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Last updated 5:12 AM on 6/3/26
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125 Terms

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Narrative journalism

ournalistic products that display storytelling techniques to report upon realworld events and situations

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Evidence-based arguments

independent meaningful units of information. No context needed.

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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.

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Exemplification theory

people think that the example is a typical/representative example of the larger issue.

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concreteness effect

concrete language is remembered better than abstract language

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availability heuristic

the easier information comes to mind, the more probable or frequent this information is thought to be.

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Paradigmatic

categorizing the world – relating categories – systemizing

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Stigma

a mark of disgrace associated with a particular circumstance, quality, or person

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Stigmatized knowledge

Knowledge claims that have not been accepted by those institutions we rely upon for truth validation

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Epistemic

The desire for understanding, accuracy, and subjective certainty

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Existential

The desire for control and security

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Social

The desire to maintain a positive image of the self or group

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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

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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)

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Fear

the topic is threatening to them

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Perceived invulnerability

negative consequences of risky behavior will not affect you

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Perceived norms

Everyone does it” = False consensus – Normalizing one’s risky behavior

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Inertia

people prefer not to change their current attitudes, behaviors and beliefs, avoiding cognitive dissonance

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Cognitive dissonance

an uncomfortable psychological state resulting from inconsistency, or "non-fitting relations among cognitions

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boomerang effect

engaging in more of the discouraged behavior as a result of reactance

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Selective avoidance

ignoring persuasion attempt

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Observational learning

Learning (e.g., healthy) behavior by observing role models by adopting the role model’s knowledge, values, cognitive skills, behavior

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Outcome expectancies

the observer’s perceptions of the positive (or negative) consequences of engaging in a given behavior

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Self-efficacy

observer’s confidence in their ability to enact the behavior.

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Mental imagery

Vivid images (/sounds etc.) of the story world, events and characters We remember what we can easily visualize.

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Concreteness effect

concrete language is remembered better than abstract language.

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holistic experience

a convergent process where all mental systems and capacities become focused on events occurring in the narrative

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Concreteness

the degree of detail and specificity about protagonists, actions, and scene

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Specificity

indication of a particular time, space, character, event

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Attentional focus

focus on or distraction from the narrative

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Emotional engagement

feelings for or with characters, such as sympathy, empathy, and identification (strongest mediator of behavorial effects)

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Narrative understanding

following the plot, understanding motivations and actions of characters

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Narrative presence

the sensation of being present in a narrative world due to comprehension processes and perspective-taking

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Attention

deep concentration of the reader that feels effortless to them

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Emotional engagement

feeling for or with characters, such as sympathy, empathy, and identification

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Mental imagery

generating vivid images of the story world based on descriptions in the narrative

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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.

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Flow

Balance between challenge of the task and skill of the performer

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presence

Illusion of ‘being there’

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Spatial presence

illusion of being physically present in a mediated space or room

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Social presence

llusion of being together with a mediated person

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Self-presence

illusion of self-identity being present inside a mediated world

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Identification

The process of taking on a character’s identity and situational perspective

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Affective identification

adopting the character’s feelings and emotions

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Cognitive identification

adopting the character’s goals and point of view

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Personal transformation

The IDN transforms an interactor’s attitudes, beliefs, and behaviour.

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Masquerade

The interactor changes to someone else for the duration of the experience

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Variety

The interactor exhaustively experiences various perspectives.

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Need for autonomy

need to feel in control, to feel agency

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Need for competence

need to experience efficacy and personal growth

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Need for relatedness

need to feel meaningfully connected to others (respect, valued)

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The narrative paradox

The conflict between the interactor’s agency and the author’s control over the IDN

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Author-centric approach

High on authorial control – low on user agenc

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4th wall

imaginary wall between characters in fictional world and audience in real world (magic circle in games)

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Character-centric approach

Low on authorial control – high on user agency

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Ludology

Games are formal systems that should be studied in terms of rules and mechanics.

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Narratology

Games are narrative forms that can be studied using narrative theories.

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Causal coherence

Event 2 happening because of event 1

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Enacting stories

Player/interactor performs actions which make narrative events happen. The player/interactor enacts the story.

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micronarratives

Small elements in the story that tell a story themselves OR short narrative units, all kinds of objects (signs, letters, phones, buildings)

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Evocative spaces

Spaces to extend already existing memories

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Embedded narratives

Narrative information being embedded in the storyworld, like micronarratives

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Transformation of spaces

provides ideas about the impact of events on narrative progression.

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redundancy

Providing similar information across different spaces and artifacts in the game space

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environmental storytelling

The art of crafting a space that evokes a deeper narrative that your audience is encouraged to explore

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spatial

navigable as an information repository and/or a virtual place (Immersion)

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encyclopaedic

containing very high capacity of information in multiple media formats (Immersion)

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procedural

composed of executable rules (Interactivity)

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participatory

inviting human action and manipulation of the represented world (Interactivity)

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Interactive range

the collection of choices made available to the user – the more choices, the more interactivity

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Speed

How fast the system responds

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Depth

human-likeness of the interaction – real human social relationships

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Choice

the ability to make choices and the richness of these choices

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Functional significance

he degree to which a choice satisfies interactors’ desires, needs, and interests – the ability to take meaningful action

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Perceived completeness

the number of choices in relation to the number of possible choices the interactor can imagine

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Agency

The satisfying power to take meaningful actions and see the results of our decisions and choices

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Effectance

the meaningfulness of the effect of a chosen action – actions with a meaningful and perceptible effect on the storyworld

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Local effectance

immediate effect noticeable

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Global effectance

delayed or cumulative effect, e.g., at the end of the narrative

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Autonomy

freedom to choose from a large set of options without feeling pushed

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Usability

The ease of access to and use of the application’s interface

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Exploratory

Interactor navigates through the virtual world but cannot affect it (e.g., clicking on objects, altering perspective)

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Ontological

Interactor changes the virtual world. Determines which story will develop.

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Linear narrative

unisequential narrative

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Branching storyworlds

A story with a beginning and different endings (e.g. branching or foldback)

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Narrative

Representes a specific chronological event sequence as experienced by specific persons in a specific spatiotemporal setting

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Story

A chronological event sequence

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Discourse

the (re)presentation of the story, which is the result of the act of narration/telling

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Event

a change of state, something happening, usually involving a character

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Plot event

narrative turn which is dramatically significant

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Causality

a cause-and-effect chain of events

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Discourse structure

the order in which the events are told

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Tellability

The event that makes the story worth telling and worthy of the audience’s attention.

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Evaluation

including the take-home message, making the point of the narrative clear

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Kernel

what makes us recognize the story (obligatory event that guarantees the story’s coherence/logic OR essential content of the story)

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Satellite

what can be replaced or removed while still keeping the story recognizable, but which defines the discourse

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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