The Journal of Interactive Narrative Research advances the understanding, design, and application of interactive narratives. The journal is predicated on the interdisciplinary nature of interactive narratives. It is a home for research and practical work that intersects traditional academic disciplines and artistic forms. In addition, the journal is focused on the development of novel, interactive formats to overcome existing limitations in the representation of interactive scholarship – see here for more on this topic The journal is dedicated to supporting diversity, equity, and inclusion. This means reducing inequalities and closing inclusion gaps in the global community. As the journal of…
Author: Journal Editors
It has been quite a journey from the first idea for this journal to the first issue of the Journal of Interactive Narrative, which you are reading now. In 2018, I presented a paper at ICIDS, reflecting on the status of the study of Interactive Digital Narratives as a discipline.
As a combinatorial fiction structured around all the possible arrangements of three characters, three places, and three artifacts, Figurski at Findhorn on Acid is built for fun and exploration. It’s been described as game-like, as “funny, crazy, ultra-postmodern satire” (Mariusz Pisarski) and as riding “a thin edge between the most complex recent critical ideas and the most absurd TV game shows” (Michael Tratner). Originally published by Eastgate Systems on the Storyspace platform in 2001, the novel was technically and functionally reimagined for the web in 2021 in partnership with Washington State University’s Electronic Literature Lab (ELL), under the direction of Dr. Dene Grigar.
Vol 1 / Issue 1 / Article 3 doi.org/10.62937/JIN.2024.GTYU4810 Download Citation Download PDF Erik Blokland , Caroline Cullinan, Doreen Mulder, Willie Overman, Marin Visscher , Amir Zaidi , and Rafael Bidarra Delft University of Technology, The NetherlandsAbstract *Within citizenship education, a new focus is being laid upon what is expected of citizens within a diverse society. More emphasis is placed on teaching students how to understand and respect other people’s opinions, regardless of how they may contrast with one’s own. However, learning to be tolerant with others’ viewpoints comes with hurdles, as it is quite easy to become stuck…
Vol 1 / Issue 1 / Article 2 doi.org/10.62937/JIN.2024.VQRM5201 Download Citation Download PDF Jonathan Barbara, Saint Martin’s Institute of Higher Education, Malta Mads Haahr, School of Computer Science and Statistics, Trinity College Dublin, Ireland Abstract *Providing enough information to allow the VR player to self-identify is an important factor in their immersion into a virtual world. The sensory information being provided to the player’s eyes and ears through the headset must support the suspension of disbelief and telepresence into the virtual world. Given sound’s easily realized potential for diegetic ambiguity and its influence on presence as immersion, the aim of this…
Vol 1 / Issue 1 / Article 5doi.org/10.62937/JIN.2024.KBBZ3074 Download Citation Download PDF Kirsty Dunlop, University of Glasgow, Glasgow, Scotland Abstract Within our current post-internet landscape of Web 2.0, in which we exist as intermedial beings, I propose Emergent Essaying as a connective term, merging the milieu of game design with hybrid creative writing approaches. Emergent Gameplay is ‘a game design term that refers to video game mechanics that change according to the player’s actions’. Emergent Essaying utilises gameplay techniques to invite more open, playful, and changeable modes of thinking, encouraging multiplicity and fluidity over fixed thought. Expanding upon creative theorists…
Vol 1 / Issue 1 / Article 4doi.org/10.62937/JIN.2024.GYAP6587 Download Citation Download PDF Joshua A. Fisher, Ball State University, Muncie, IN, USA Janíce Tisha Samuels, Antioch University Seattle, Seattle, WA, USA Abstract *Programs of study for Immersive Media are being developed and enacted at many higher education institutions. This article presents a course on Interactive Digital Narratives (IDN) in Virtual Reality (VR) that can familiarize undergraduate students of diverse backgrounds with immersive storytelling’s foundational technical, design, and development tenets. The course curriculum balances IDN design and immersive storytelling strategies with VR project management, user experience and interface design, spatial audio, digital…
There is something inherently problematic when we represent interactive experiences by non-interactive means. Interactive is about the experience; it is not about show or tell.
In the summer of 2021, Hartmut Koenitz and Frank Nack approached me about establishing a journal for the Association for Research in Digital Interactive Narrative (ARDIN). They presented a challenge: to create an academic platform that not only discussed but also embodied the interactive narratives at the heart of our field. Traditional PDFs often render the dynamic elements of our work static, losing the interactivity that defines them. Today, we stand on the brink of change. In just a few weeks, the new Journal of Interactive Narrative will release its inaugural digital issue, featuring interactive artifacts, code, and narrative experiences…
Interactive Work Arts from ICIDS 2021 May 20, 2022 Most Viewed Interactive Digital Narratives May 20, 2022 Figurski at Findhorn on Acid by Richard Holeton May 20, 2022