Introduciendo una historia interactiva en una experiencia geolocalizada

  1. López Arcos, José Rafael
  2. Gutiérrez Vela, Francisco Luis
  3. Padilla Zea, Natalia
  4. Paderewski, Patricia
  5. Medina-Medina, Nuria
Revista:
Revista Colombiana de Computación

ISSN: 1657-2831 2539-2115

Año de publicación: 2018

Título del ejemplar: Colombian Journal of Computing

Volumen: 19

Número: 1

Páginas: 69-85

Tipo: Artículo

DOI: 10.29375/25392115.3230 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Otras publicaciones en: Revista Colombiana de Computación

Resumen

Pervasive games are one of the types of gaming experiences that currently causes the most impact on players. They break the usual environment of the game in a spatial, temporal or social dimension. This paper has the objective of integrate the narrative with the interactivity and the geolocalization of these games. This integration requires a model that represents and structures the story and its joining between the rest of the elements of the game. In addition, this model should allow us to analyze the effectiveness of the story and how it helps to create a good user experience. In this paper, we propose a strong structuring of the narrative that includes geolocalization support. Through an example of the design of an interactive geolocalized story, we explain several characteristics of the model that make possible the creation of a good interactive narrative.

Referencias bibliográficas

  • Referencias [1] Markus Montola, Exploring the Edge of the Magic Circle: Defining Pervasive Games, Proceedings of Digital Arts and Culture. Copenhagen, 2005.
  • [2] Christian Kittl, Otto Petrovic, “Pervasive games for education”, Proceedings of the 2008 Euro American Conference on Telematics and Information Systems, 2008
  • [3] Jesse Schell, The Art of Game Design: A Book of Lenses, by Morgan Kaufmann Publishers, 2008
  • [4] J.L. González, F.L. Gutiérrez, F. Montero N. Padilla, “Playability: Analyzing User Experience in Video Games”, Behaviour & Information Technology (B&IT), Taylor & Francis, V31(10), pp 1033-1054. (2012)
  • [5] Monchán, Josué (2015). “Emergencia en el apocalipsis zombi. Mecanismos para la creación de narrativas emergentes en DayZ”. En: adComunica 9, págs. 185-192.
  • [6] Jensen, D., Nielsen, G., & Vutborg, R. Location-based Storytelling in the Urban Environment.
  • [7] Dow, S., Lee, J., Oezbek, C., Maclntyre, B., Bolter, J. D., & Gandy, M. (2005, June). Exploring spatial narratives and mixed reality experiences in Oakland Cemetery. In Proceedings of the 2005 ACM SIGCHI.
  • [8] Nisi, V., Oakley, I., & Haahr, M. (2008). Location-aware multimedia stories: turning spaces into places. Universidade Cátolica Portuguesa, 72-93.
  • [9] Shin, J., Kim, J., Woo. W. (2016). Narrative Design for Rediscovering Daereungwon: a location based augmented reality game.
  • [10] Naliuka, K., Carrigy, T., Paterson, N., & Haahr, M. (2010, December). A narrative architecture for story-driven location-based mobile games. In International Conference on Web-Based Learning (pp. 11-20). Springer Berlin Heidelberg.
  • [11] López-Arcos, José Rafael; Gutiérrez Vela, Francisco Luis; Padilla-Zea, Natalia; Paderewski, Patricia (2014) A Method to Analyze Efficiency of the Story as a Motivational Element in Video Games. Proceedings of the European Conference on Games Based Learning, Vol. 2, p 705.
  • [12] López-Arcos, José Rafael; Gutiérrez Vela, Francisco Luis; Padilla-Zea, Natalia; Paderewski, Patricia, “Diseño de una narrativa interactiva para experiencias geolocalizadas”, In Proc. Congreso Internacional de Interacción Persona-Ordenador’16 (2016).