Interactive Digital Narratives as Complex Expressive Means
Open accessAbstract
Is our way of expressing meanings through digital interactive artifacts simple? How does our sensemaking work when we try to understand Interactive Digital Narratives? To answer these and other questions, the present article discusses a complex-systemic understanding of the expressive mechanisms of Interactive Digital Narratives, to argue the expressive complexity of these artifacts. Interactors of Interactive Digital Narratives necessarily base their hermeneutic processes mainly on what is conveyed in the artifact itself; yet the question of how meaning is expressed in (and sense-making is guided by) Interactive Digital Narratives remains significantly open. I contend that sense-making in such artifacts works by synthetizing the knowledge coming from a number of layers of information, which are intercurrent, interdependent and interoperating, and which concurrently participate in the creation of an overall meaning of a higher order. According to complex systems theory, these layers are therefore elements of a complex system: this justifies the understanding of Interactive Digital Narratives as complex expressive means. Even though largely unexplored, this understanding may help advance our knowledge of the representational capabilities and affordances of Interactive Digital Narrarives, not least in representing multifaceted worlds and complex phenomena. A complex-systemic view can also improve our comprehension of the interpretative processes involved in the sense-making of Interactive Digital Narratives. Furthermore, the awareness gained through this understanding could be useful to get a better sense of the impact of the narratives featured in these artifacts, and ultimately to create more engaging and more powerful experiences that can help foster the societal impact of Interactive Digital Narratives.
AI snapshot
Written from the paper’s full text.
TL;DR
The paper argues that Interactive Digital Narratives (IDNs) should be understood as complex expressive means, because meaning emerges from interacting layers of information rather than from a single expressive channel. It illustrates this through three layers—multimodal system, sensorimotor experiences, and mnemonic recollection—and a close reading of a short scene in *Detroit: Become Human*.
Key findings
- IDN comprehension is theorized as the synthesis of layers of information that are “intercurrent, interdependent and interoperating,” forming a higher-order whole; the article focuses on three: multimodality/multimodal systems, sensorimotor experiences, and mnemonic recollection.
- These layers are argued to exhibit complex-system features following Stepney’s definition: strong interaction between components, feedback between levels, emergence, self-organization, openness, adaptation, and change; the author acknowledges self-organization as “the most problematic” aspect of the theorization.
- The *Detroit: Become Human* “fish scene” is analyzed as a practical example where moving images, still images, music, sound effects, text, and haptic feedback interact with player actions; saving or leaving the fish changes the multimodal system and can trigger a “software instability” UI event.
- The paper claims this complex-systemic view helps explain IDNs’ capacity to represent complex topics and societal challenges, potentially lowering cognitive load and fostering societal impact.
Methods
- Theoretical/conceptual article, described by the author as “primarily of theoretical nature,” building on Grishakova and Poulaki’s account of narrative comprehension as integrating layers of information and on Stepney’s definition of complex systems.
- Uses a close analysis of a very short scene—the “fish scene”—from the game *Detroit: Become Human* (Quantic Dream, 2018) as a practical illustration of the three layers and their feedback loops.
- No empirical study is reported; the author states that an empirical test to validate the claims is “in the early-stage of development.”
Limitations
- The author states the lists of layers are “not meant to be exclusive, nor prescriptive, nor at all exhaustive,” and that the work is intended to lay conceptual ground rather than present a definite product-design model.
- The author acknowledges that self-organization is the most problematic feature in applying complex systems theory to IDNs, given the coordination underpinning IDN design.
- The text makes evident that the argument relies on a single illustrative case study and that empirical validation is not yet reported.
Model-written summary. Check it against the paper before relying on it.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
6 of 58 cited sources checked · 3 supported · 0 flagged · accuracy not yet measured
- Premisecitation
Video games are one of the most all-encompassing multimodal means of communication.
“Not least for this reason, video games are one of the most allencompassing multimodal means of communication (as noted also by Toh, 2018;and Zagalo, 2019) to the point of being possibly considered examples of Gesamtkunstwerk, due to the synergy of different arts they often exhibit (cf.Backe, 2020; and in some regards also by; Smith, 2007).”
Quote in the paperNot a substantial claim1 of 3 sources checked - Interpretationreasoning
The layers of information in Interactive Digital Narratives present feedback loops.
“In brief, they present feedback loops: the context of the IDN, cognitively constructed on the basis of the multimodal system, informs the structuring of attention, it guides the sensorimotor experiences on the basis of memories, and it affects the storyworld and gameworld, which in turn form a meaningful context, and so on, in a cycle.”
Quote in the paperSubstantial claim - Premisecitation
The ways in which interpretative modes for Interactive Digital Narratives are set in motion have received much less attention.
“However, the ways in which these interpretative modes are set in motion received much less attention (on this, cf.Elson et al., 2014b).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Elson et al., 2014b
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
In multimodal communication it is practically impossible to identify a "main" semiotic resource of which the other modes are accompaniments or support; each mode concurs with a specific functional load to the meaning made by the overall text.
“Furthermore, as also Adami maintains, in a multimodal communication it is practically impossible to identify a “main” semiotic resource of which the other modes are accompaniments or support, but rather “each [mode] concur with a specific functional load to the meaning made by the overall text” (Adami, 2017).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Adami, 2017
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationcitation
Multimodality offers the possibility to represent a wealth of details to a degree sometimes impossible for a single mode.
“Multimodality offers the possibility to represent a wealth of details, to a degree sometimes impossible for a single mode.”
Quote in the paperSubstantial claim
- Interpretationreasoning
The layers of information in Interactive Digital Narratives are elements of a complex system.
“According to complex systems theory, these layers are therefore elements of a complex system: this justifies the understanding of Interactive Digital Narratives as complex expressive means.”
Quote in the paperNot a substantial claim - Interpretationreasoning
Interactive Digital Narratives are complex expressive means.
“According to complex systems theory, these layers are therefore elements of a complex system: this justifies the understanding of Interactive Digital Narratives as complex expressive means.”
Quote in the paperNot a substantial claim - Interpretationreasoning
The layers of information in Interactive Digital Narratives concurrently participate in the creation of an overall meaning of a higher order.
“I contend that sense-making in such artifacts works by synthetizing the knowledge coming from a number of layers of information, which are intercurrent, interdependent and interoperating, and which concurrently participate in the creation of an overall meaning of a higher order.”
Quote in the paperNot a substantial claim - Premisecitation
With a very limited set of exceptions, Interactive Digital Narratives feature the compresence of a number of different semiotic modes and media, including text, still and moving images, speech, music, sound effects, and haptic percepts.
“With a very limited set of exceptions, IDNs feature the compresence of a number of different semiotic modes and media, among which are text, still and moving images, speech, music, sound effects, and haptic percepts (cf.Danielsson, 2016).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Danielsson, 2016 source
- Premisecitation
Multimodal media are more eager to generate immersion.
“Additionally, multimodal media are more eager to generate immersion: Steuer, (1992) talks of a “breadth of information,” a stream of sensory percepts simultaneously presented to the audience, which functions as a great facilitator of immersion.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Steuer, (1992) source
- Interpretationcitation
Meaning expression in Interactive Digital Narratives comes from different layers of information that interact and mutually inform each other in a loop, forming a system that could be considered complex.
“In this article, I propose to understand meaning expression in IDNs as coming from different layers of information (Grishakova and Poulaki, 2019), which interact and mutually inform each other in a loop, forming a system that could be considered complex.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Grishakova and Poulaki, 2019 source
- Premisecitation
Multimodality and kinaesthesis are in a position of mutual reinforcement.
“Knoller adds that multimodality and kinaesthesis are in a position of mutual reinforcement, and he states that embodied responses to external stimuli “can serve as a locus of additional feedback loops that are part of the narrative experience” (Knoller, 2019).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Knoller, 2019 source
- Interpretationreasoning
This kind of mnemonic recollection works in analogous ways for narrative and non-narrative comprehension.
“Similarly to experiential traces, I believe also this kind of mnemonic recollection works in analogous ways for narrative and non-narrative comprehension.”
Quote in the paperNot a substantial claim - Premisecitation
Bodily skills are necessary to understand the world in which we are inserted.
“However, several studies agree that bodily skills are also necessary to understand the world in which we are inserted.”
Quote in the paperNot a substantial claim - Interpretationcitation
A mutual reinforcement between narrative understanding and sensorimotor experience is in place when it comes to understanding IDNs.
“this means that a mutual reinforcement between narrative understanding and sensorimotor experience is in place when it comes to understanding IDNs.”
Quote in the paperSubstantial claim - Interpretationcitation
Feedback loops can be identified between sensorimotor experiences and all kinds of sense-making.
“But feedback loops can be identified between sensorimotor experiences and all kinds of sense-making.”
Quote in the paperSubstantial claim - Premisecitation
Embodied responses to external stimuli can serve as a locus of additional feedback loops that are part of the narrative experience.
“Knoller adds that multimodality and kinaesthesis are in a position of mutual reinforcement, and he states that embodied responses to external stimuli “can serve as a locus of additional feedback loops that are part of the narrative experience” (Knoller, 2019).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Knoller, 2019 source
- Interpretationreasoning
In Interactive Digital Narratives and video games, the same message is often delivered redundantly through a number of semiotic resources.
“This is particularly evident in IDNs and video games, where the same message is often delivered redundantly through a number of semiotic resources.”
Quote in the paperNot a substantial claim - Interpretationreasoning
Sensorimotor experiences afforded and required by IDNs are an integrated aspect of narrative understanding.
“This opens to a view of the sensorimotor experiences afforded and required by IDNs as being an integrated aspect of narrative understanding.”
Quote in the paperSubstantial claim - Interpretationreasoning
Interactive Digital Narratives offer sensorial experiences that are made available and understandable through motion, which constitutes an aspect strongly integrated in the narrative understanding of such artifacts.
“To summarize, Interactive Digital Narratives offer sensorial experiences that are made available and understandable through motion, which therefore constitutes an aspect strongly integrated in the narrative understanding of such artifacts.”
Quote in the paperSubstantial claim - Interpretationreasoning
Experiential traces appear to be a source of information involved in all kinds of sense-making, including but not limited to narrative comprehension.
“Experiential traces appear to be a source of information involved in all kinds of sense-making, including but not limited to narrative comprehension: indeed, I believe this view can equally apply to non-narrative understanding.”
Quote in the paperSubstantial claim - Premisecitation
Video games and Interactive Digital Narratives are not pre-determined, but rather generally constituted by a set of "possibility spaces" contained in "protostories."
“Contrarily to contemplative media, video games and IDNs are not pre-determined, but rather they are generally constituted by a set of “possibility spaces” (Bogost, 2007) contained in “protostories” (Roth et al., 2018).”
Quote in the paperSubstantial claim0 of 2 sources checked - Premisecitation
Mnemonic recollection, or the retrieval of memory images, is the cognitive mechanism thanks to which we make sense of the current situation through background knowledge.
“Mnemonic recollection, or the retrieval of memory images, is the cognitive mechanism thanks to which we make sense of the current situation through background knowledge (cf.Herman, 2002).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Herman, 2002
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationcitation
Mnemonic recollection participates in the contextualization of games and of all sorts of events happening therein.
“In concert with the serialization of events in the virtual world through sensorimotor experiences mentioned above (Shibolet, 2018), mnemonic recollection, too, participates in the contextualization of games and of all sorts of events happening therein.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Shibolet, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
Kinaesthesis has a role in narrative understanding of IDNs due to its informative power on the sequentialization of events.
“In a similar fashion, also Shibolet maintains that kinaesthesis has a role in narrative understanding of IDNs due to its informative power on the sequentialization of events (Shibolet, 2018);”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Shibolet, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationreasoning
Only through mutual reinforcement between the multimodal system and the experiential traces is the sensorimotor interaction made meaningful and understandable.
“Therefore, only through mutual reinforcement between the multimodal system and the experiential traces the sensorimotor interaction is made meaningful and, one might argue, even understandable.”
Quote in the paperNot a substantial claim - Interpretationreasoning
Interactivity is an additional element enhancing the complexity of video games and Interactive Digital Narratives compared with contemplative audio-visual media.
“Indeed, when compared with contemplative audio-visual media, video games and Interactive Digital Narratives are characterized by an interactive dimension that constitutes an additional element enhancing their complexity.”
Quote in the paperSubstantial claim - Interpretationreasoning
In IDNs, where the world is formed through a system of semiotic modes, sensorimotor experiences and multimodal systems are in a relation of mutual reinforcement.
“In IDNs, where the world is formed through a system of semiotic modes, sensorimotor experiences and multimodal systems are in a relation of mutual reinforcement.”
Quote in the paperSubstantial claim - Interpretationcitation
Video game players understand the functioning of an operational logic like collision detection without major difficulties across different games, both two- and three-dimensional.
“For instance, video games players understand the functioning of an operational logic like collision detection without major difficulties across different games, both twoand three-dimensional:”
Quote in the paperSubstantial claim - Interpretationreasoning
Interactive Digital Narratives offer sensorial experiences that are made available through motion.
“This is why I believe IDNs offer sensorial experiences that are made available through motion.”
Quote in the paperSubstantial claim - Interpretationreasoning
Being multimodality the perceptually available trace of the fictional world of an Interactive Digital Narrative, its design is likely to impact on its comprehension.
“Being multimodality the perceptually available trace of the fictional world of an IDN, its design is thus likely to impact on its comprehension.”
Quote in the paperSubstantial claim - Interpretationreasoning
Authors and designers do not create an artifact that exists per se in a unique, immutable form.
“Authors and designers do not create an artifact that exists per se in a unique, immutable form: on the contrary, IDNs are based on an interactive engine, which requires exchanges between the player(s) and the computing unit, where the computer actively responds to the physical inputs coming from the player and the player actively responds to the sensory inputs coming from the computer.”
Quote in the paperSubstantial claim - Interpretationcitation
Relying on Stepney's definition of complex systems, IDNs can therefore be regarded as complex expressive means.
“Relying on Stepney's definition of complex systems, I explained why IDNs can therefore be regarded as complex expressive means.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Stepney, 2018
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation
Research in cognitive neuroscience showed evidence supporting the correlation of memory and sensory imagery.
“Research in cognitive neuroscience showed evidence supporting the correlation of memory and sensory imagery (Schacter et al., 2012;Pearson, 2019), thus reasserting the idea that not only our memory is formed on the basis of sensory inputs, but also that we usually perform mnemonic tasks by relying partly on cues from the external world.”
Quote in the paperNot a substantial claim0 of 2 sources checked - Interpretationreasoning
Interactions with IDNs can give rise to new scripts and schemata, both personal and shared.
“At the same time, however, interactions with IDNs can give rise to new scripts and schemata, both personal and shared:”
Quote in the paperSubstantial claim - Interpretationreasoning
IDN comprehension comes from the synthesis of the three layers of information discussed, at the very least.
“As we have seen, IDN comprehension comes from the synthesis of the three layers of information here discussed, at the very least.”
Quote in the paperNot a substantial claim - Interpretationreasoning
IDNs can represent a wealth of details and portray large pieces of representation due to the multimodal systems on which they are built and the multiplicity of perceptions they involve synchronically.
“Thanks to the multimodal systems on which they are built, IDNs can represent a wealth of details and can portray large pieces of representation, due to the multiplicity of perceptions they involve synchronically.”
Quote in the paperSubstantial claim - Interpretationcitation
IDN authors rely on these layers to express a meaning, to convey a certain idea through an artifact, by designing a desirable possibility space for interpretation through modelling these layers.
“IDNs authors rely on these layers to express a meaning, to convey a certain idea through an artifact, by designing a desirable possibility space for interpretation (Bogost, 2007) through modelling these layers.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bogost, 2007 source
- Interpretationcitation
The relationship between memory images (and experiential traces) and the comprehension of an IDN is two-ways also regarding interactors' background knowledge.
“The relationship between memory images (and experiential traces) and the comprehension of an IDN is two-ways also regarding interactors' background knowledge.”
Quote in the paperSubstantial claim - Interpretationreasoning
One can expect interactors of an IDN to mostly comply with shared scripts and schemata.
“For this reason, one can expect interactors of an IDN to mostly comply with shared scripts and schemata.”
Quote in the paperNot a substantial claim - Premisecitation
Inferences are further contextualized by relying on a series of scripts and schemata dictated by our social, cultural and personal background.
“Inferences are in turn further contextualized by relying on a series of scripts and schemata dictated by our social, cultural and personal background (cf.among others Schank and Abelson, 1977;Rumelhart, 1980;Stockwell, 2002).”
Quote in the paperNot a substantial claim0 of 3 sources checked- cites Schank and Abelson, 1977
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Rumelhart, 1980
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Stockwell, 2002
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationcitation
Due to IDNs' reliance on different layers of information, authors can lower the required cognitive load of interactors and thereby make complex topics that constitute contemporary social challenges more easily understandable.
“Due to their reliance on different layers of information, authors can lower the required cognitive load of interactors and therefore make more easily understandable even complex topics that constitute contemporary social challenges, like climate change and the migration crises (as somehow suggested also by Morton, 2013).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Morton, 2013
- Rests on an assumption: Complexity constitutes a societal challenge.
- Interpretationreasoning
In this example, we can see the looping between the sensorimotor experiences made relevant and required by the multimodal system, and the responses required to the multimodal system by the inputs of players.
“In this simple example, we can already see the looping between the sensorimotor experiences made relevant and required by the multimodal system, and the responses required to the multimodal system by the inputs of players-through their movements in the real world, which triggers an amplified movement in the fictional world, and which is taken as inputs by the engine running the game.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
- May combine two claims. 40
- Classified as probably not a substantial claim. 81
- The quote only partly states this claim. 1
May combine two claims.
PremisecitationStudies on the multimodal aspects of video games and on how these aspects impact the expressive functions of digital games are generally scarce and mostly resort to theories of multimodality borrowed from distantly related disciplines such as film studies.
“However, as reported by Dunne (2014), Zagalo (2019) and, with a different terminology, Backe (2020), studies on the multimodal aspects of video games and on how these aspects impact the expressive functions of digital games are generally scarce and mostly resorting to theories of multimodality borrowed from distantly related disciplines, such as film studies (cf.e.g.Burn, 2016).”
Quote in the paperSubstantial claim1 of 3 sources checked- cites Dunne (2014) source
- cites Zagalo (2019) source
Split into 2 atoms — 0 confirmed, 1 partially supported, 0 disputed, 0 misattributed, 1 unverifiable. Expand the claim to see per-atom verdicts.
Experimental — accuracy not yet measured - cites Backe (2020)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim. May combine two claims.
PremisecitationIn that situation, one would expect the player to feel constrained by the game mechanics, but the exact opposite occurs instead.
“In this situation, Chang maintains, one would expect the player to feel constrained by the game mechanics, but the exact opposite occurs instead.”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Cheng, 2007 source
Classified as probably not a substantial claim.
PremisecitationThe limitations imposed upon the player are not due to any arbitrary reason of game mechanics, but arise from a situation that makes logical sense in the game world.
“The scholar justifies it saying that “this occurs because the limitations imposed upon the player are not due to any arbitrary reason of game mechanics, but arises [sic] from a situation that makes logical sense in the game world” (Cheng, 2007).”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Cheng, 2007 source
Classified as probably not a substantial claim. May combine two claims.
PremisecitationVideo games are complex audio-visual objects that are variable and infinite, because interacting with them can always yield a slightly different "product."
“In a similar fashion, Zagalo, (2019) talks of video games as complex audio-visual objects that are variable and infinite, for it is always possible to obtain a slightly different “product” (Koenitz, 2015) by interacting with them.”
Quote in the paperSubstantial claim1 of 2 sources checked- cites Zagalo, (2019) source
The Conclusions describe digital games as interactive audiovisual experiences, and Games and Social Learning says players can choose and change stories. The paper does not say that games are infinite or that interacting with them always yields a different product; its example of Life is Strange says players cannot change most of its outcomes. Page numbers are unavailable in our copy. (LLM, conf=0.85)
Experimental — accuracy not yet measured - cites Koenitz, 2015 source
Classified as probably not a substantial claim.
PremisecitationIn a scene in King Kong in which the player character is tied at a stake, the interaction afforded to the player is limited to a single button instead of the usual ten-twelve.
“Cheng, (2007) provides an example of this, found in the game King Kong (Ubisoft Montpellier, 2005): in a scene in which the player character is tied at a stake, the interaction afforded to the player is limited to a single button instead of the usual ten-twelve.”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Cheng, 2007 source
In “Watch as Man, Play as Kong: King Kong” (page unavailable), Cheng describes Jack tied to a stake with only minor left-right movement and a limited ability to look around. The section supports the claim that interaction is restricted, but it does not say the player is limited to a single button or that the usual number is ten to twelve. (LLM, conf=0.88)
Experimental — accuracy not yet measured
May combine two claims.
FindingreasoningIn the fish scene, interactors have the feeling of manipulating with the right analogue stick the head and eyes of the character, and with the left analogue stick its body, with a forward direction always oriented away from the interactor's body.
“Indeed, thanks to a third-person camera free to revolve around the characters' head, interactors have the feeling of manipulating with the right analogue stick of their controller the head and eyes of the character, and with the left analogue stick its body, with a forward direction always oriented away from the interactor's body (up).”
Quote in the paperSubstantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Findingnone givenAn additional level of mnemonic recollection can be detected at the end of the fish scene in Detroit: Become Human if the fish is saved, when players with reasonable knowledge of science fiction tropes would be able to predict possible meanings of Connor's increasing software instability based on past experiences with genre-specific customs.
“An additional level of mnemonic recollection could also be detected at the end of the scene if the fish is saved, when players with a reasonable knowledge of science fiction tropes would be able to predict possible meanings of the increasing software instability of Connor on the basis of their past experiences with genre-specific customs.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an interactive digital narrative.
Probably not a substantial claim: may not pass S2 (checkable), S4 (based).
InterpretationreasoningThe layers of information for Interactive Digital Narrative meaning are mostly shared by both narrative comprehension and ludonarrative understanding, with minor adjustments and specification.
“I believe that, in a similar fashion, the overall meaning of an IDN results from the synthesis of cues coming from a number of layers of information, which are mostly shared by both narrative comprehension and ludonarrative understanding, with minor adjustments and specification.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningThe layers of information in Interactive Digital Narratives give rise to a whole of a higher order by mutually informing each other.
“Indeed, these layers of information are not only and not simply co-present in IDNs: they are interconnected, interoperating and interdependent, and they give rise to a whole of a higher order by mutually informing each other.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningA complex-systemic understanding of Interactive Digital Narratives may help advance knowledge of their representational capabilities and affordances, including representing multifaceted worlds and complex phenomena.
“Even though largely unexplored, this understanding may help advance our knowledge of the representational capabilities and affordances of Interactive Digital Narrarives, not least in representing multifaceted worlds and complex phenomena.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.
Interpretationnone givenInteractive Digital Narratives are powerful tools to represent complex topics and to address complexity as a societal challenge.
“Indeed, as this special issue is showing, IDNs are powerful tools to represent complex topics and to address complexity as a societal challenge.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
InterpretationreasoningDevelopers and designers model these layers to obtain specific expressive outcomes from the unified whole.
“Developers and designers model these layers to obtain specific expressive outcomes from the unified whole.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe strategies for interpreting Interactive Digital Narratives have been thoroughly studied in recent years.
“The strategies for interpreting IDNs have been thoroughly studied in recent years, and several discussions developed around the effort to describe such functions (Karhulahti, 2012;Koenitz et al., 2015;Roth et al., 2018;Knoller, 2019).”
Quote in the paperNot a substantial claim0 of 3 sources checkedClassified as probably not a substantial claim.
PremisecitationMultimodal communication employs a system of semiotic modes in which each mode participates in the creation of the overall meaning.
“Drawing on this definition of multimodality, and on Ryan's claims regarding the collaboration of modes in digital media, it might be argued that multimodal communication-and therefore all communications, as per Adami, and also Kress, (2010)employs a system of semiotic modes, in which each mode participates in the creation of the overall meaningfoot_3 .”
Quote in the paperSubstantial claim0 of 2 sources checked- cites Adami
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Kress, (2010)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationnone givenA complex-systemic view can improve comprehension of the interpretative processes involved in the sense-making of Interactive Digital Narratives.
“A complex-systemic view can also improve our comprehension of the interpretative processes involved in the sense-making of Interactive Digital Narratives.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
InterpretationreasoningThe layers of information in Interactive Digital Narratives are interconnected, interoperating and interdependent.
“Indeed, these layers of information are not only and not simply co-present in IDNs: they are interconnected, interoperating and interdependent, and they give rise to a whole of a higher order by mutually informing each other.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S4 (based).
Interpretationnone givenThe participatory nature and interactivity of Interactive Digital Narratives produce significant differences in the hermeneutic mechanisms conducive to their understanding.
“Their participatory nature and the interactivity they afford produce significant differences in the hermeneutic mechanisms conducive to their understanding.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
InterpretationreasoningThe overall meaning of an Interactive Digital Narrative results from the synthesis of cues coming from a number of layers of information.
“I believe that, in a similar fashion, the overall meaning of an IDN results from the synthesis of cues coming from a number of layers of information, which are mostly shared by both narrative comprehension and ludonarrative understanding, with minor adjustments and specification.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
InterpretationreasoningSense-making in Interactive Digital Narratives works by synthesizing knowledge coming from a number of layers of information that are intercurrent, interdependent and interoperating.
“I contend that sense-making in such artifacts works by synthetizing the knowledge coming from a number of layers of information, which are intercurrent, interdependent and interoperating, and which concurrently participate in the creation of an overall meaning of a higher order.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationcitationAll the layers of information, presenting feedback loops and multiple mutual interactions, form a complex system that is presented to the player as a single and unified whole, called Interactive Digital Narrative.
“All these layers of information, presenting feedback loops and multiple mutual interactions, form a complex system that is presented to the player as a single and unified whole, which we call Interactive Digital Narrative (see Koenitz and Eladhari, 2021 for similar considerations).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Koenitz and Eladhari, 2021
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationnone givenA portion of Interactive Digital Narratives' capacity to represent complexity comes from the fact that they are complex in their very nature.
“I believe a portion of this capacity of representing complexity comes from the fact that they are complex in their very nature.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based).
Interpretationnone givenInteractors of Interactive Digital Narratives necessarily base their hermeneutic processes mainly on what is conveyed in the artifact itself.
“Interactors of Interactive Digital Narratives necessarily base their hermeneutic processes mainly on what is conveyed in the artifact itself; yet the question of how meaning is expressed in (and sense-making is guided by) Interactive Digital Narratives remains significantly open.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Premisenone givenInteractive Digital Narratives are different compared to more traditional and contemplative media.
“One of the main assumptions on which all these studies are based is that IDNs are different compared to more traditional and contemplative media.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
InterpretationreasoningThe automatic assumption of gravity is grounded in our experiential background as living beings on Earth, and informs our sensorimotor interaction with an artifact.
“This automatic assumption is grounded in our experiential background as living beings on Earth, and informs our sensorimotor interaction with an artifact:”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.
InterpretationcitationCaracciolo's points suggest the existence of a further layer of information in IDNs' understanding, or at least part of it.
“but the points raised by Caracciolo suggest the existence of a further layer of information in IDNs' understanding, or at least part of it.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningBoth the practical movement and the amplified translation are required to prompt the dynamic generation of the fictional worlds featured in IDNs.
“Both are required to prompt the dynamic generation of the fictional worlds featured in these artifacts.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningPlayers' motion in Super Mario Bros. is dictated not only by the multimodal system through which the gameworld is made perceptually available, but also in response to players' experiential knowledge of gravity.
“Players' motion in Super Mario Bros. is dictated not only by the multimodal system through which the gameworld is made perceptually available, but also in response to players' experiential knowledge of gravity:”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
PremisecitationExperiential traces are memories that guide one's evocation of past experiences.
“This mechanisms is carried through “experiential traces” (Zwaan, 2008), i.e., through memories that guide one's evocation of past experiences.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Zwaan, 2008 source
Classified as probably not a substantial claim. May combine two claims.
PremisereasoningInteractive Digital Narratives are based on an interactive engine that requires exchanges between the player(s) and the computing unit, where the computer actively responds to the player's physical inputs and the player actively responds to the computer's sensory inputs.
“Authors and designers do not create an artifact that exists per se in a unique, immutable form: on the contrary, IDNs are based on an interactive engine, which requires exchanges between the player(s) and the computing unit, where the computer actively responds to the physical inputs coming from the player and the player actively responds to the sensory inputs coming from the computer.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationComprehension works thanks to a relational network between expressed information and background knowledge, and is therefore based on mnemonic recollection of the previously-built understanding of the world.
“Magliano and colleagues supports the idea that comprehension works thanks to a relational network between expressed information and background knowledge, and is therefore based on mnemonic recollection of the previously-built understanding of the world:”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Magliano et al., 2019 source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe network is constructed through inferences that establish relationships between propositions (bridging inferences) and knowledge-based inferences that elaborate on the propositions.
““the network is constructed through inferences that establish relationships between propositions (i.e., bridging inferences) and knowledge-based inferences that elaborate on the propositions” (Magliano et al., 2019).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Magliano et al., 2019 source
Probably not a substantial claim: may not pass S2 (checkable).
PremisecitationMemory is an organization of prior experience into patterns of expectations for current experiences.
“as Herman argue, memory is a “organization of prior experience into patterns of expectations for current experiences” (Herman, 2002).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Herman, 2002
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
PremisecitationMultimodality is the basis on which sensorimotor experiences are offered by computer-mediated media.
“Laurel, too, argued that multimodality is the basis on which these sensorimotor experiences are offered by computer-mediated media (Laurel, 2013).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Laurel, 2013
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing).
InterpretationreasoningMultimodality in Interactive Digital Narratives constitutes one of the layers of information of Interactive Digital Narratives.
“This constitutes one of the layers of information of IDNs.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
InterpretationreasoningPlayers expect gravity to be present in games like Super Mario, without any need for further justification.
“For instance, players need no explanation about gravity: they expect gravity to be present, i.e., they expect Super Mario (Nintendo, 1985) to fall back on the ground after a jump, without any need for further justification.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningSensorimotor interaction is necessary to extract a unilinear experience from the artifact, and it is therefore a defining feature of Interactive Digital Narratives and a further layer of information for Interactive Digital Narrative comprehension.
“This sort of sensorimotor interaction is necessary to extract a unilinear experience from the artifact, and it is therefore a defining feature of the objects of this analysis, and a further layer of information for IDN comprehension.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationcitationThe kinesthetic interaction becomes part of a unified aesthetic experience.
“Even more importantly, given that players are urged to act and feel through a mediated bodily presence, the kinesthetic interaction becomes part of a unified aesthetic experience (cf. on this Perron, 2009).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Perron, 2009
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThese inferences are often of the abductive kind.
“Together with Grishakova, I believe that these inferences are often times of the abductive kind (on the difference between inductive and abductive reasoning, cf.Grishakova, 2022).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Grishakova, 2022 source
May combine two claims.
InterpretationcitationThe complex multimodal system of IDNs is strictly linked to the sensorimotor experience provided by such artifacts, or at least to its comprehension.
“Given that “to perceive you must be in possession of sensorimotor bodily skill” (Nöe, 2004), the complex multimodal system of IDNs appears to be strictly linked to the sensorimotor experience provided by such artifacts, or at least to its comprehension.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Nöe, 2004
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
InterpretationreasoningAn Interactive Digital Narrative changes and evolves internally in response to intrasystemic dynamics, whereas in books these are extrasystemic and do not impact the objective shape of the artifact.
“An IDN changes and evolves internally in response to intrasystemic dynamics, whereas in books these are extrasystemic, and do not impact the objective shape of the artifact.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
InterpretationreasoningInteractivity enables video games and Interactive Digital Narratives to feature sensorimotor experiences.
“More relevantly to our discussion, interactivity is also what enables them to feature sensorimotor experiences.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningMultimodality in Interactive Digital Narratives is better conceived as a multimodal system in which each semiotic resource is in a complex relationship with the others.
“Therefore, if multimodality is the compresence of a number of semiotic modes of resources used for making meaning, multimodality in IDNs is better conceived as a multimodal system in which each semiotic resource is in a complex relationship with the others.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationcitationThe situation is justified by the narrative and by the sensorimotor experience elicited by the narrative, in a mechanic made narratively relevant through kinaesthesis.
“This means that the situation is justified by the narrative and, more importantly, by the sensorimotor experience elicited by the narrative, in a mechanic made narratively relevant through kinaesthesis: being the player character tied to a stake, players experience the bodily restraints through interactivity limitations.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
PremisecitationBackground knowledge includes all kind of information not explicitly provided by the text, derived both by other texts (intertextual knowledge) or by general everyday (extra-textual) experience.
“as Beltrami highlights, background knowledge includes “all kind of information not explicitly provided by the text, derived both by other texts (intertextual knowledge) or by general everyday (extra-textual) experience” (Beltrami, 2021).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Beltrami, 2021
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing). May combine two claims.
PremisecitationNarrative understanding can mediate between explicit propositional knowledge and experiential knowledge by acquaintance; this is the core of narrative logic, grounded in embodiment and experience.
“Walsh maintains that it “can mediate between explicit propositional knowledge, knowing that, and experiential knowledge by acquaintance, knowing of”: this is “the core of narrative logic, grounded as it must be in embodiment, in experience” (Walsh, 2018).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Walsh, 2018 source
May combine two claims.
InterpretationcitationThis understanding is based on previous real-world sensorimotor experiences, but also requires recollection and retrieval of memories of other instances of collision detection in other games.
“this understanding is based on previous real-world sensorimotor experiences, but, as Walsh (2018) suggests, it also requires recollection and retrieval of memories of other instances of collision detection in other games, to foresee what will happen after a collision.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Walsh, 2018 source
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationReaders respond to narrative on the basis of their experiential background.
“In this book, he states that “readers respond to narrative on the basis of their experiential background” (Caracciolo, 2014).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Caracciolo, 2014 source
Probably not a substantial claim: may not pass S4 (based).
InterpretationreasoningThere is a double sensorimotor involvement in IDNs: the practical hand or bodily movement of the interactor and the amplified translation of it in the fictional world.
“There is a double sensorimotor involvement in IDNs: the practical hand or bodily movement of the interactor and the amplified translation of it in the fictional world.”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationThe shape of the world inhabited by a subject is likely to impact on the subject's cognition, and therefore on their understanding of the world itself.
“This claim shows once more that the shape of the world inhabited by a subject is likely to impact on the subjects' cognition, and therefore on their understanding of the world itself.”
Quote in the paperSubstantial claim0 of 2 sources checked- cites Merleau-Ponty and Landes, 2012
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Polvinen, 2021 source
Probably not a substantial claim: may not pass S2 (checkable), S4 (based).
InterpretationreasoningAdditional feedback loops are realized in the interplay of multimodal system, narrative, game mechanics, and sensorimotor experiences.
“Additional feedback loops, aptly made explicit in the reported example, are therefore realized in this interplay of multimodal system, narrative, game mechanics, and sensorimotor experiences.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.
InterpretationreasoningBecause IDNs rely on sensorimotor experiences, they can adapt and respond in a coherent manner to interactors' inputs, which enables a deeper and more all-encompassing understanding of the subject matter.
“Because they rely on sensorimotor experiences, they can adapt and respond in a coherent manner to interactors' inputs, which enables a deeper and more all-encompassing understanding of the subject matter.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based). May combine two claims.
Interpretationnone givenIDNs offer sensorial experiences that are made available through motion, and they rely on mnemonic recollection of memory images to be understandable.
“They offer (2) sensorial experiences that are made available through motion, and they rely on (3) mnemonic recollection of memory images to be understandable.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningDesigners embed these layers more or less knowingly, integrating this complex system of layers of information into a single artifact, which, resulting in a unified product, is therefore of the complex kind.
“Designers embed them more or less knowingly, integrating this complex system of layers of information into a single artifact, which, resulting in a unified product, is therefore of the complex kind.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based).
Interpretationnone givenIDNs are made perceivable through a multimodal system in which each semiotic resource is in a complex relationship with the others.
“We have seen that IDNs are made perceivable through a (1) multimodal system in which each semiotic resource is in a complex relationship with the others.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningOne can understand only thanks to previous experience and/or background knowledge that the fish is going to die if left on the floor, or it is saved by putting it back in its tank, even if half empty.
“One can also understand only thanks to previous experience and/or background knowledge that the fish is going to die if left on the floor, or it is saved by putting it back in its tank, even if half empty.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
May combine two claims.
InterpretationreasoningThe recollection of these patterns can affect the interactors' understanding of the multimodal system and can elicit actions and therefore influence the sensorimotor experiences.
“As such, the recollection of this patterns can affect the interactors' understanding of the multimodal system and, as mentioned, can elicit actions and therefore influence the sensorimotor experiences.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningIDNs are complex because they exhibit strong interaction between components: the multimodal system, the sensorimotor experiences it requires and affords, and the mnemonic recollection it demands are inseparable from each other as they are mutually informing.
“• Strong interaction between components: an IDN multimodal system, the sensorimotor experiences it requires and affords, and the mnemonic recollection it demands are inseparable from each other as they are mutually informing.Without one of the three, the artifact as a whole would simply not work: it would either not be perceivable, not be instantiable, or not be understandable.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationcitationUnderstanding IDNs as complex expressive means allows explaining their capacity to represent complex topics and to address complexity as a societal challenge by making it more accessible to a wider audience.
“Understanding IDNs as complex expressive means allows to explain their capacity to represent complex topics and to address complexity as a societal challenge, by making it more accessible to the wider audience (cf. on this Koenitz et al., 2021).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Koenitz et al., 2021
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Rests on an assumption: Complexity constitutes a societal challenge.
Probably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningIt is possible to consider the mnemonic recollection of memory images (of experiences, previous knowledge, scripts, and schemata) as a third layer of information participating in the overall IDN comprehension.
“In the light of what expounded so far, it is therefore possible to consider the mnemonic recollection of memory images (of experiences, previous knowledge, scripts, and schemata) as a third layer of information participating in the overall IDN comprehension.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationcitationBuilding on Grishakova and Poulaki's view of narrative comprehension as coming from the synthesis of different layers of information, three of these layers can be seen as present also in IDNs, interacting with each other and forming a complex system.
“Building on Grishakova and Poulaki's view of narrative comprehension as coming from the synthesis of different layers of information, I showed how we can see three of these layers as present also in IDNs, how they interact with each other and how they can therefore be conceived as forming a complex system.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningIDNs are complex because they exhibit emergence: the compresence of different layers of information, together with feedback loops, produces the IDN as a unified artifact which is more than the sum of its single layers taken separately.
“• Emergence: the compresence of different layers of information, together with feedback loops, produces the IDN as a unified artifact which is more than the sum of its single layers taken separately.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Interpretationnone givenThanks to mnemonic recollection, IDNs can rely on previous knowledge of complex topics to aid comprehension inside the artifacts themselves.
“Furthermore, thanks to mnemonic recollection, they can rely on previous knowledge of complex topics to aid their comprehension inside the artifacts themselves-even though this is not exclusive of IDNs.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims. The quote only partly states this claim.
InterpretationreasoningIDNs are complex because they exhibit self-organization, although the status of self-organization is the most problematic in this theorization.
“However, given an undeniable coordination underpinning IDN design, I acknowledge that the status of self-organization is the most problematic in this theorization.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
InterpretationreasoningThe interaction modes are fluid and require very little explanation because they are grounded in human experiential knowledge.
“In these cases, too, the interaction modes are fluid and require very little explanation because they are grounded in human experiential knowledge.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningOne needs experience of fishes, of fish tanks, and of fish tanks made of glass, to understand that the fish fell off the aquarium which was somehow broken and is dying on the floor due to absence of water to breathe through.
“One needs experience of fishes, of fish tanks, and of fish tanks made of glass, to understand that the fish fell off the aquarium which was somehow broken and is dying on the floor due to absence of water to breathe through.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
May combine two claims.
InterpretationcitationIDNs afford replayability and present different outcomes from multiple interactions with the same artifact, which further enhances comprehension.
“This also permits IDNs to afford replayability, and to present different outcomes from multiple interactions with the same artifact, which further enhance comprehension-as discussed by Knoller, (2019).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Knoller, (2019) source
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Interpretationnone givenIn video games and IDNs, the external world and therefore the sensory inputs come from the multimodal system with which they have been built.
“In video games and IDNs, the external world and therefore the sensory inputs come from the multimodal system with which they have been built.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningIDNs can achieve societal impact not only through direct representations of complex subjects; they can be used to educate audiences in a systemic understanding of complexity in many diverse contexts even beyond the individual represented topic.
“IDNs can achieve their societal impact not only through direct representations of complex subjects: they can be used to educate audiences in a systemic understanding of complexity in many diverse contexts even beyond the individual represented topic.”
Quote in the paperNot a substantial claim- Rests on an assumption: Complexity constitutes a societal challenge.
Probably not a substantial claim: may not pass S2 (checkable).
PremisecitationA script is a standardized generalized episode, or a behavioral pattern shared between sociocultural groups and evoked through more-or-less conscious mnemonic recollection.
“Schank and Abelson define script as a “standardized generalized episode” (Schank and Abelson, 1977), or, in other words, behavioral pattern shared between a sociocultural groups and evoked through more-or-less conscious mnemonic recollection.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Schank and Abelson, 1977
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S2 (checkable), S4 (based). May combine two claims.
InterpretationreasoningAs they mutually inform each other, the three layers present relationships of the complex kind, such that each one is interdependent from, and intercurrent and interoperating with the others, to give rise to a whole of a higher order.
“As they mutually inform each other, these three layers present relationships of the complex kind, such that each one is interdependent from, and intercurrent and interoperating with the others, to give rise to a whole of a higher order.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningThis explains why human comprehension of IDNs could be considered complex.
“This explains why human comprehension of IDNs could be considered complex, but in order to support the idea of IDNs as complex expressive means, I need to show how this complex understanding is exploited by game design practitioners to convey, through complex expressions, an emergent meaning.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningComprehension of the multimodal system and of the sensorimotor experiences are partly based on mnemonic recollections, but at each moment these two other layers of information provide elements that feed the interactors' memory, which will be used for further understanding, cyclically.
“Comprehension of the multimodal system and of the sensorimotor experiences are therefore partly based on these mnemonic recollections, but at each moment these two other layers of information provide elements that feed the interactors' memory, which will be used for further understanding, and so on, cyclically.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationnone givenAll layers of information in IDNs participate in an overall integrated understanding of the artifact and of its narrative and are not to be seen as separated from each other.
“All these layers of information participate in an overall integrated understanding of the artifact and of its narrative and are not to be seen as separated from each other.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
InterpretationreasoningIn order to understand this multimodal system, players of the game and interactors of the IDN need to trigger some sort of sensorimotor experience, otherwise the game will remain stuck forever right at the beginning of the level.
“But in order to understand this multimodal system, we as players of the game and interactors of the IDN need to perform, we need to trigger some sort of sensorimotor experience, otherwise the game will remain stuck forever right at the beginning of the level.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S4 (based).
Interpretationnone givenTo situate ourselves in the world, and therefore to understand it, we contextualize the situation in which we are presently involved through a comparison with previous experiences and with a background knowledge rooted in memory.
“In brief: to situate ourselves in the world, and therefore to understand it, we contextualize the situation in which we are presently involved through a comparison with previous experiences and with a background knowledge rooted in memory.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationreasoningThe three layers of information discussed are in a position of interoperation, interdependence and interoccurrence, where each one informs and is informed by the others, in a loop.
“These examples show, once more, that the three layers of information here discussed are in a position of interoperation, interdependence and interoccurrence, where each one informs and is informed by the others, in a loop.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Interpretationnone givenThe sensorimotor experiences are based on mnemonic recollection.
“In addition, the sensorimotor experiences are based on mnemonic recollection.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
May combine two claims.
Interpretationown dataDepending on the performance of either action, the game responds differently and therefore adapts the multimodal system accordingly.
“Depending on the performance of either action, the game responds differently and therefore adapts the multimodal system accordingly:”
Quote in the paperSubstantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Classified as probably not a substantial claim.
InterpretationreasoningInteractors comprehend the fish scene, created through the multimodal system, due to previously-built knowledge and abductive inferential thinking.
“The reader might have already detected also the informativeness of the mnemonic recollection: interactors comprehend the fish scene, created through the multimodal system, due to previously-built knowledge and abductive inferential thinking.”
Quote in the paperSubstantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S3 (load-bearing).
InterpretationreasoningDesigners and developers made use of this shared experiential knowledge to improve easiness of interaction and of comprehension of the scene.
“Designers and developers made use of this shared experiential knowledge to improve easiness of interaction and of comprehension of the scene.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningAll of these contextualizations are grounded in interactors' background knowledge.
“All of these contextualizations are grounded in interactors' background knowledge.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Interpretationnone givenThe very existence of the in-wall fish tank contextualizes the whole scene in an expensive apartment, a context further enhanced by the exotic fish species.
“The very existence of the in-wall fish tank contextualizes the whole scene in an expensive apartment, context that is further enhanced by the exotic fish speciesfoot_10 .”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S2 (checkable).
PremisecitationSchemata are data structures representing our knowledge about the world that enable us not only to understand, but to perceive, and eventually even to act.
“Rumelhart (Rumelhart, 1980) defines schemata as data structures representing our knowledge about the world that enable us not only to understand, but to perceive, and, eventually, even to act (cf. on this Douglas and Hargadon, 2000).”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites Rumelhart, 1980
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Douglas and Hargadon, 2000 source
May combine two claims.
PremisecitationScripts and schemata evoke contexts that elicit different experiences, and different kinesthetic experiences may prompt the recollection of and contextualization through different scripts and schemata.
“Specifically talking about video games, Ciccoricco similarly suggests that scripts and schemata evoke contexts that elicit different experiences, but also that different kinesthetic experiences may prompt the recollection of-and the contextualization through-different scripts and schemata (Ciccoricco, 2010).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Ciccoricco, 2010 source
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Interpretationnone givenThe symbolic use of graphics and sounds, employed to signal the availability of an interaction, are taught to players and equally retrieved whenever necessary.
“The symbolic use of graphics and sounds, employed to signal the availability of an interaction, are taught to players and equally retrieved whenever necessary.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
InterpretationreasoningThe exemplary image and the text description of the fish brought up by Connor's computational unit need grounding in experience of encyclopedias and of multi-layered image composition.
“But even the exemplary image and the text description of the fish brought up by Connor's computational unit (Figure 2) needs grounding in experience of encyclopedias and of multi-layered image composition.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
Interpretationnone givenThis movement is very familiar and intuitive even for interactors with minimal experience.
“For as complicated as it might sound in writing, this movement is very familiar and intuitive even for interactors with minimal experience.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationnone givenWe continuously build additional memories from the events that we live, from the multimodal system we perceive while accessing an IDN and from the interactions we experience.
“But at the same time we continuously build additional memories from the events that we live, from the multimodal system we perceive while accessing an IDN and from the interactions we experience.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
InterpretationreasoningInteractors of IDNs like Detroit: Become Human could get a grasp of the functioning of oppressive ideologies and regulations well beyond the fictional androids of the game.
“Interactors of IDNs like Detroit: Become Human could get a grasp of the functioning of oppressive ideologies and regulations well beyond the fictional androids of the game, they can understand complex issues related to technological advances, and even realize the difficulty of adequately representing such complex matters through traditional narratives.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an interactive digital narrative.
Classified as probably not a substantial claim.
InterpretationreasoningThe fish scene in Detroit: Become Human has been artfully constructed by using the three layers of information presented and modelling their interactions.
“However, this scene has been artfully constructed by using the three layers of information presented here, and modelling their interactions.”
Quote in the paperSubstantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
May combine two claims.
InterpretationreasoningThe engine requires a specific movement to instantiate the fish scene, namely moving the right analogue stick towards the interactor's body; this movement, which normally would cause the head of the character to tilt towards the floor, is here metaphorically associated with bringing into focus something that is laying on the floor.
“In addition, the engine requires a specific movement to instantiate the fish scene, namely moving the right analogue stick towards the interactor's body (Figure 1): this movement, which normally would cause the head of the character to tilt towards the floor, is here metaphorically associated with bringing into focus something that is laying on the floor.”
Quote in the paperSubstantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningThese memories are then used to process the world-which for IDNs is multimodal and interactively constructed-in a looping circle.
“These memories are then used to process the world-which for IDNs is multimodal and interactively constructed-in a looping circle.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
Interpretationnone givenReading a text necessarily requires background knowledge.
“Lastly, though perhaps a bit redundantly, also reading a text necessarily require background knowledge.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningTheoretical evidence supports the idea of understanding IDNs as complex expressive means.
“In this article I presented theoretical evidence supporting the idea of understanding IDNs as complex expressive means.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
InterpretationreasoningInteractive Digital Narratives as coherent wholes can be adapted for employment in a wide variety of fields and with many functions.
“Additionally, Interactive Digital Narratives as coherent wholes can be adapted for employment in a wide variety of fields and with many functions, as showed by the multifarious perspectives presented by this special issue.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
Interpretationnone givenMimetic sounds are mimetic as soon as they resemble the real world-or at least the interactors' expectation of the real world-by definition.
“Similarly, the mimetic sounds are mimetic as soon as they resemble the real world-or at least the interactors' expectation of the real world -, by definition.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
Probably not a substantial claim: may not pass S4 (based).
Interpretationnone givenSchemata are low-level structures that are equally somehow shared between large groups of people.
“Being low-level structures, schemata are equally somehow shared between large groups of people.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Interpretationown dataDevelopers and designers exploit these layers by modelling them in the creation of the unified whole we call Interactive Digital Narrative.
“I then showed, through a practical example, how developers and designers exploit these layers by modelling them in the creation of the unified whole we call Interactive Digital Narrative.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationSensory inputs are the basis on which we build our memory, and memory is the basis on which we imagine and therefore act.
“Indeed, as it has been empirically proved to happen for pure imagination which is itself linked to memory (Pearson, 2019), sensory inputs are the basis on which we build our memory, and memory is the basis on which we imagine and therefore act.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Pearson, 2019 source
May combine two claims.
InterpretationreasoningSystemic understanding and shifts to behavioral scripts are two important benefits of the use of Interactive Digital Narratives to address complexity as a societal challenge.
“Systemic understanding and shifts to behavioral scripts are two important benefits of the use of Interactive Digital Narratives to address complexity as a societal challenge.”
Quote in the paperSubstantial claim- Rests on an assumption: Complexity constitutes a societal challenge.
Probably not a substantial claim: may not pass S2 (checkable), S4 (based).
InterpretationreasoningInteractors of IDNs like Detroit: Become Human can understand complex issues related to technological advances.
“Interactors of IDNs like Detroit: Become Human could get a grasp of the functioning of oppressive ideologies and regulations well beyond the fictional androids of the game, they can understand complex issues related to technological advances, and even realize the difficulty of adequately representing such complex matters through traditional narratives.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an interactive digital narrative.
Probably not a substantial claim: may not pass S2 (checkable), S4 (based).
InterpretationreasoningDue to the ways sense-making works in IDNs, interactors could be prompted to shift behavioral scripts in regard to complex matters, for example when dealing with oppression or when deciding on their political position.
“In addition, due to the ways sense-making work in IDNs, interactors could be prompted to shift behavioral scripts in regard to complex matters, for example when dealing with oppression or when deciding on their political position.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
InterpretationreasoningInteractors of IDNs like Detroit: Become Human can realize the difficulty of adequately representing such complex matters through traditional narratives.
“Interactors of IDNs like Detroit: Become Human could get a grasp of the functioning of oppressive ideologies and regulations well beyond the fictional androids of the game, they can understand complex issues related to technological advances, and even realize the difficulty of adequately representing such complex matters through traditional narratives.”
Quote in the paperNot a substantial claim- Rests on an assumption: Detroit: Become Human is an interactive digital narrative.
The authors state this as an assumption.
There is a structural resemblance between real, perceptual experiences and imaginative, fictional ones.
“the assumed structural resemblance between real, perceptual experiences and imaginative, fictional ones (cf.Caracciolo, 2014).”
The paper relies on this without support.
Detroit: Become Human is an Interactive Digital Narrative (or contains an IDN).
“Detroit: Become Human is a narrative-driven adventure game particularly appreciated by players and critics for its narrative design and for the IDN it embeds.”
The paper relies on this without support.
Complexity constitutes a societal challenge.
“to address complexity as a societal challenge”
“complex topics that constitute contemporary social challenges”
The paper relies on this without support.
Detroit: Become Human is an interactive digital narrative.
“Interactors of IDNs like Detroit: Become Human”
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“2020), but also–and in particular–their aesthetic qualities (e.g. Goggin, 2006; Bogost, 2007; Tavinor, 2009; Knoller, 2012; Domsch, 2013; Elson et al., 2014a; Ciccoricco, 2015; Anable, 2018; Backe, 2020; Karhulahti, 2020).”
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The Enactive Conception of Life
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“…shaping: “ the world is inseparable from the subject, but from a subject who is nothing but a project of the world; and the subject is inseparable from the world, but from a world that it itself projects ” (Merleau-Ponty and Landes, 2012; reported also in; Polvinen, 2021; cf. also; Di Paolo, 2018).”
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A Multimodal Approach to Video Games and the Player Experience
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“Not least for this reason, video games are one of the most all-encompassing multimodal means of communication (as noted also by Toh, 2018; and Zagalo, 2019) to the point of being possibly considered examples of Gesamtkunstwerk , due to the synergy of different arts they often exhibit (cf. Backe,…”
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“…Self-organization: a number of works in literature tend to regard the multiplicity of professional fi gures often participating in the creation of IDNs as suf fi cient to consider the resulting artifacts as being self-organized (e.g. Knudsen and Olesen, 2018; and, in some regards, Abbott, 2008).”
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“, 2016; GomezRomero-Borquez and Del-Valle-Soto, 2020) and on graphics in general (e.g., Lee L. et al., 2016; McLaughlin et al., 2010; Clarke andMitchell, 2007), on audiovisual style (Järvinen, 2002), on music (e.”
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“2020), but also–and in particular–their aesthetic qualities (e.g. Goggin, 2006; Bogost, 2007; Tavinor, 2009; Knoller, 2012; Domsch, 2013; Elson et al., 2014a; Ciccoricco, 2015; Anable, 2018; Backe, 2020; Karhulahti, 2020).”
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“It should be noted that with expressive means I intend any means used to make an idea explicit (on this use, cf. Adami, 2017; Bosco et al., 2013; and Leach et al., 2000, among others).”
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Music, Sound and Multimedia: From the Live to the Virtual
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“Taking back Stepney ’ s de fi nition of complex systems (Stepney, 2018), by relying on a number of layers of information, IDNs are complex because they exhibit: (cid:129) Strong interaction between components: an IDN multimodal system, the sensorimotor experiences it requires and affords, and the…”
BackgroundComplexity and the Userly Text
KNOLLER, N. (2019) · Narrative Complexity · doi:10.2307/j.ctvhktjh6.10 · Cited by 17 · cited 8× · see citing works
“…but not least, IDNs and digital games afford interactivity, which explains why they could be conceived not only as sensorimotor in nature (e), as Knoller maintains (Knoller, 2019), but with a very high engagement of the sensorimotor system of its interactors, as they require actual physical…”
BackgroundInfluentialPallavicini, F., Pepe, A., Caragnano, C., & Mantovani, F. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-49108-6_16 · Cited by 17 · cited 1× · see citing works
“It is strongly focused on ethics of technology and philosophy of arti fi cial intelligence, and it has been largely discussed in relation to moral values and the ethical dimension (cf. Holl, 2019; Craig et al., 2020; Pallavicini et al., 2020; Meier and Bellini, 2021).”
BackgroundKoenitz, H., Barbara, J., & Eladhari, M. P. (2021) · Lecture notes in computer science · doi:10.1007/978-3-030-92300-6_49 · Cited by 16 · cited 1× · see citing works
“Understanding IDNs as complex expressive means allows to explain their capacity to represent complex topics and to address complexity as a societal challenge, by making it more accessible to the wider audience (cf. on this Koenitz et al., 2021).”
Background(2015) · Choice Reviews Online · doi:10.5860/choice.185649 · Cited by 16 · see citing works
Refiguring Minds in Narrative Media
Ciccoricco, D. (2015) · UNP - Nebraska eBooks · doi:10.2307/j.ctt1d989f6 · Cited by 15 · cited 1× · see citing works
“…(e.g., among the others, Sheldon, 2004; Koster, 2005; Salen and 2020), but also – and in particular – their aesthetic qualities (e.g. Goggin, 2006; Bogost, 2007; Tavinor, 2009; Knoller, 2012; Domsch, 2013; Elson et al., 2014a; Ciccoricco, 2015; Anable, 2018; Backe, 2020; Karhulahti, 2020).”
Sources of Complexity in Narrative Comprehension across Media
MAGLIANO, J. P., HIGGS, K., & CLINTON, J. (2019) · Narrative Complexity · doi:10.2307/j.ctvhktjh6.12 · Cited by 15 · cited 4× · see citing works
“…capacity and their reliance on multimodal systems: “ text-based (and spoken) narratives are entirely consumed through language processing, but visual narratives (comics and fi lm) are typically conveyed in a multimedia format that involves both language and visual content ” (Magliano et al., 2019).”
BackgroundInfluentialThe Paradigm of Game System Building
Koenitz, H., & Eladhari, M. P. (2021) · Transactions of the Digital Games Research Association · doi:10.26503/todigra.v5i3.123 · Cited by 14 · cited 1× · see citing works
“An additional point to consider is that highlighted by Koenitz and Eladhari, according to whom there is a certain degree of lack of control in all video games featuring large player populations, user-generated contents, procedural generation or even complex combinatorics (Koenitz and Eladhari, 2021).”
Background(2007) · Intellect Books · doi:10.2307/j.ctv36xvrh9 · Cited by 14 · see citing works
Knudsen, L. V., & Olesen, A. R. (2018) · Routledge eBooks · doi:10.4324/9781315560168-17 · Cited by 13 · see citing works
The Expressive Space of IDS-as-Art
Knoller, N. (2012) · Lecture notes in computer science · doi:10.1007/978-3-642-34851-8_3 · Cited by 12 · cited 2× · see citing works
“2020), but also–and in particular–their aesthetic qualities (e.g. Goggin, 2006; Bogost, 2007; Tavinor, 2009; Knoller, 2012; Domsch, 2013; Elson et al., 2014a; Ciccoricco, 2015; Anable, 2018; Backe, 2020; Karhulahti, 2020).”
Games of Interpretation and a Graphophiliac God of War
Ciccoricco, D. (2010) · Intermediality and Storytelling · doi:10.1515/9783110237740.232 · Cited by 10 · cited 2× · see citing works
“…the movement of a fi nger (using a controller) to the involvement of the entire body (when using a Virtual Reality gear and/or motion capture devices 8 ), but it usually translates into a movement with a much wider range and scope (cf. the notion of “ ampli fi cation of inputs ” in Ciccoricco, 2010).”
BackgroundMultimodality or Ludo-Narrative Dissonance: Duality of Presentation in Fringe Media
Dunne, D. (2014) · Proceedings of the 2014 Conference on Interactive Entertainment · doi:10.1145/2677758.2677785 · Cited by 9 · see citing works
Paratext and meaning-making in indie games
Fiadotau, M. (1970) · Journal of Comparative Research in Antropology & Sociology · Cited by 9 · see citing works
Multimodality and Expressivity in Videogames
Zagalo, N. (2019) · Observatorio (OBS*) · doi:10.15847/obsobs13120191411 · Cited by 8 · cited 3× · see citing works
“Not least for this reason, video games are one of the most all-encompassing multimodal means of communication (as noted also by Toh, 2018; and Zagalo, 2019) to the point of being possibly considered examples of Gesamtkunstwerk , due to the synergy of different arts they often exhibit (cf. Backe,…”
BackgroundGame mechanics telling stories? An experiment.
Hjaltason, K., Christophersen, S., Togelius, J., et al. (2015) · Foundations of Digital Games · Cited by 7 · see citing works
Computer game as a pragmatic concept: ideas, meanings, and culture
Karhulahti, V. (2020) · Media Culture & Society · doi:10.1177/0163443720907010 · Cited by 6 · cited 1× · see citing works
“…(e.g., among the others, Sheldon, 2004; Koster, 2005; Salen and 2020), but also – and in particular – their aesthetic qualities (e.g. Goggin, 2006; Bogost, 2007; Tavinor, 2009; Knoller, 2012; Domsch, 2013; Elson et al., 2014a; Ciccoricco, 2015; Anable, 2018; Backe, 2020; Karhulahti, 2020).”
Craig, M. J. A., Edwards, C. C., & Edwards, A. P. (2020) · ACM/IEEE International Conference on Human-Robot Interaction (HRI) · doi:10.1145/3371382.3378298 · Cited by 5 · see citing works
Intermedia Games—Games Inter Media
Fuchs, M. 1., & Thoss, J. (2019) · doi:10.5040/9781501330520 · Cited by 5 · see citing works
COGNITIVE MECHANISMS OF THE MIND
Kuvich, G., & PERLOVSKY, L. I. (2013) · New Mathematics and Natural Computation · doi:10.1142/s1793005713400097 · Cited by 4 · cited 1× · see citing works
“] mind processes requires understanding of the entire system context” (Kuvich and Perlovsky, 2013).”
BackgroundEmergence as a Model for the Study of Culture
Traninger, A. (2012) · De Gruyter eBooks · doi:10.1515/9783110227628.67 · Cited by 4 · cited 1× · see citing works
“Exactly for this reason, I believe we can – and should, as I will argue towards the end of the article – conceive IDNs as complex expressive means (cf. for a similar position also D. Lee, 2000; as also reported in Traninger, 2012).”
BackgroundThe Gesamtkunstwerk as a Synergy of the Arts
Fusillo, M., & Grishakova, M. (2020) · Peter Lang B eBooks · doi:10.3726/b17456 · Cited by 4 · see citing works
Lewis Carroll's "Alice" and Cognitive Narratology
Arnavas, F. (2021) · De Gruyter eBooks · doi:10.1515/9783110689273 · Cited by 4 · cited 1× · see citing works
“One could debate that other identi fi able layers are missing from the list mentioned above – emotional engagement, to cite one (cf. Herman, 2007; and the further extension made in; Arnavas, 2021).”
BackgroundThe impact of user interfaces for the enhancement of narrative elements of a video game.
Bellini, M. (2018) · Cited by 3 · see citing works
Self-citationRise of the machines - Moral decisions in Detroit: Become Human
Holl, E. A. (2019) · Open Repository and Bibliography (University of Luxembourg) · Cited by 3 · see citing works
Introduction: Narrative Complexity
GRISHAKOVA, M., & POULAKI, M. (2019) · Narrative Complexity · doi:10.2307/j.ctvhktjh6.6 · Cited by 3 · see citing works
Polvinen (2021) · Style · doi:10.5325/style.55.3.0385 · Cited by 3 · cited 4× · see citing works
“However, enactivism also supports the idea that the subject and the world are in a dynamic relationship of mutual shaping: “the world is inseparable from the subject, but from a subject who is nothing but a project of the world; and the subject is inseparable from the world, but from a world that it itself projects” (…”
BackgroundInfluentialKuvich, G. (2005) · Proceedings of SPIE, the International Society for Optical Engineering/Proceedings of SPIE · doi:10.1117/12.603024 · Cited by 3 · see citing works
Tavinor, G. (2009) · doi:10.1002/9781444310177.ch9 · Cited by 3 · see citing works
Kuvich, G. (2005) · Proceedings of SPIE, the International Society for Optical Engineering/Proceedings of SPIE · doi:10.1117/12.603026 · Cited by 2 · see citing works
LAUREL, B. K. (2024) · DigitCult - Scientific Journal on Digital Cultures · doi:10.54103/2531-5994/31045 · Cited by 2 · see citing works
A sermon in the midst of a smutty tale. Blending in Genres of Speech, Writing, and Literature
Sinding, M. (2012) · Data Archiving and Networked Services (DANS) · Cited by 1 · see citing works
GomezRomero-Borquez, J., & Del-Valle-Soto, C. (2020) · Advances in intelligent systems and computing · doi:10.1007/978-3-030-51828-8_82 · Cited by 1 · see citing works
Perspectives on causality in sciences and art
Grishakova, M. (2022) · The Routledge Companion to Narrative Theory · doi:10.4324/9781003100157-40 · Cited by 1 · see citing works
Gesamtkunstwerk in Digital Games: the Palimpstine Aesthetics of Dead Space
Backe, H.-J. (2021) · IT University Of Copenhagen (IT University of Copenhagen) · Cited by 1 · see citing works
Lehto, O. (2009) · PhilPapers (PhilPapers Foundation) · Cited by 1 · see citing works
Egenfeldt‐Nielsen, S., Smith, J. H., & Tosca, S. P. (2019) · Routledge eBooks · doi:10.4324/9780429431791-1
(2014) · Choice Reviews Online · doi:10.5860/choice.51-5981
Toh, W. (2018) · Routledge eBooks · doi:10.4324/9781351184779-1
Flagged first, then by citations
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- 2021, Pokémon Series
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- Lakoff, 2008, Metaphors We Live by
- Marquard, 1983, Gesamtkunstwerk und Identitätssystem
- Meier, 2021, Framing the Dilemma: The Influence of Immersion in Ethical Choice Making
- 2011, Minecraft
- Nintendo, 1985, Super Mario Bros.
- Nöe, 2004, Action in Perception
- Perron, 2009, Horror Video Games: Essays on the Fusion of Fear and Play
- 2018, Detroit: Become Human
- 2021, Grand Theft Auto Series
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- Salen, 2005, Game Design and Meaningful Play, Handb. Comput. Game Stud., 59
- Schank, 1977, Scripts, Plans, Goals, and Understanding: An Inquiry into Human Knowledge Structures
- Shibolet, 2018, Game Movement as Narrative Focalization, Press Start, 4, 21
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Cited by
Sorted by citations
Barbara, J., Bellini, M., Koenitz, H., Makai, P. K., Sampatakou, D., & Irshad, S. (2022) · New Review of Hypermedia and Multimedia · doi:10.1080/13614568.2022.2150324 · Cited by 17 · see citing works
“However, interaction has a number of other signi fi cant advantages, which we will try to show throughout the article, and which were already discussed in a number of works (e.g. Barbara, 2020; Bellini, 2022; Koenitz et al., 2021).”
BackgroundSelf-citationAtmaja, P. W., & Sugiarto (2022) · Lecture Notes in Computer Science · doi:10.1007/978-3-031-22298-6_20 · Cited by 9 · see citing works
Critical Thinking in the Age of Algorithms
Andrae, S. (2024) · Advances in educational marketing, administration, and leadership book series · doi:10.4018/979-8-3373-1692-5.ch010 · Cited by 5 · see citing works
Mozualization: Crafting Music and Visual Representation with Multimodal AI
Xu, W., Zhao, L., Song, H., Song, X., Lu, Z., Liu, Y., Chen, M., Lim, E. G., & Yu, L. (2025) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3706599.3719686 · Cited by 3 · see citing works
“Recent research has explored generating music based on images [3] and other visual inputs [5, 12].”
Culturally-Informed Co-design of Interactive Digital Tools with Citizen Science Communities
Zambon, T., & Prandi, C. (2023) · doi:10.1145/3582515.3609576 · Cited by 2 · see citing works
Leonelli, G., & Özgür, A. G. (2025) · International Conference on Human-Agent Interaction (HAI) · doi:10.1145/3765766.3765806 · Cited by 1 · see citing works
“In the digital era, Interactive Digital Narratives (IDNs) allow users to influence the progression of a story, creating participatory and immersive experiences [1, 18].”
Narrativas inmersivas en marcas de moda: el caso de Gucci Cosmos Land
Villena-Alarcón, E., Salas-Rojas, M. V., & Moya-García, R. A. (2026) · Vivat Academia · doi:10.15178/va.2026.159.e1682 · Cited by 1 · see citing works
Curiosity and Digital Stories: Exploring Preschoolers’ Behaviors
Gkantia, E., & Dinas, K. D. (2024) · European Journal of Educational Research · doi:10.12973/eu-jer.13.4.1741 · Cited by 1 · see citing works
Overlapping Expectations: Studying the Genre Relationship of Open-World and Ecocritical Genres
Gonzales, I., & Fisher, J. A. (2024) · Lecture notes in computer science · doi:10.1007/978-3-031-78453-8_16
Interactive Digital Narratives to Represent Complexity: A Review
Bellini, M. (2025) · Lecture notes in computer science · doi:10.1007/978-3-032-12408-1_6
Self-citationTransformation of cultural narratives in the age of digital audiovisual practicesPreprint
Gavran, I. A., Bezruchko, O., Chmil, H., Mykhalov, V. Y., & Чайка, М. (2026) · SSRN Electronic Journal · doi:10.2139/ssrn.6482745
Rahiem, M. D. H. (2026) · AIP conference proceedings · doi:10.1063/5.0338135
Chen, S., Ge, X., Li, M., Li, Y., & Zhang, Y. (2026) · Applied Soft Computing · doi:10.1016/j.asoc.2026.115840
- Authors
- Bellini, M.
- Affiliations
- University of Tartu (EE)
- Corresponding author
- Bellini, Mattia
- ORCID
- Bellini, Mattia
- Venue
- Frontiers in Virtual Reality
- Publisher
- Frontiers Media SA
- Published
- 2022-05-26
- Volume
- 3
- ISSN
- 2673-4192 (ISSN-L)
- OpenAlex
- W4281759470
- Semantic Scholar
- 97b569570e66ca248fe9151f1ee9d9f71499d590
- Cited by
- 13
- References
- 95
- Citations by year
- 2026: 4 · 2025: 3 · 2024: 3 · 2023: 1 · 2022: 2
- FWCI
- 20.94
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Frontiers in Virtual Reality (publishedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
- Funders
- Tartu Ülikool (PHVKU21921)
- Topics
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
- Physical Sciences › Computer Science › Computer Networks and Communications › Cultural Insights and Digital Impacts
- Social Sciences › Arts and Humanities › Visual Arts and Performing Arts › Art, Technology, and Culture
- Keywords
- interactive digital narratives, complexity theory, sensemaking, hermeneutics, meaning expression, narrative representation, interactive storytelling
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