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Titlebook: Games and Narrative: Theory and Practice; Barbaros Bostan Book 2022 The Editor(s) (if applicable) and The Author(s), under exclusive licen

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樓主: 紀念性
51#
發(fā)表于 2025-3-30 10:44:20 | 只看該作者
Ethics of Interactive Storytelling same mechanisms that are able to create elements of surprise and joy can be used to construct ethically questionable and even malevolent experiences. As the creators are often held responsible for their work and their consequences, whether these are intentionally done or not, ethical consideration
52#
發(fā)表于 2025-3-30 13:29:42 | 只看該作者
53#
發(fā)表于 2025-3-30 17:32:26 | 只看該作者
Academical: A Choice-Based Interactive Storytelling Game for Enhancing Moral Reasoning, Knowledge, aause it requires addressing both cognitive (e.g., conceptual knowledge and moral reasoning skills) and socio-affective (e.g., attitudes) learning outcomes. Both classroom- and web-based forms of RCR training struggle to address these distinct types of learning outcomes simultaneously. This chapter p
54#
發(fā)表于 2025-3-30 23:51:35 | 只看該作者
The Marriage of Quantum Computing and Interactive Storytellingcontinuous dialogue between game (narrative) designer and the player, in which the designer provides the setting, circumstances and the narrative corresponding to the game’s aim, while the player experiences a unique version of that world, based on their own decisions and actions made for that setti
55#
發(fā)表于 2025-3-31 01:23:16 | 只看該作者
56#
發(fā)表于 2025-3-31 06:57:20 | 只看該作者
Narrative as a Game User Experience Dimension: An Experimental Study games and/or game reviews. The utilization of a validated measurement tool that analyzes narrative as a game user experience dimension is a gap in literature. There are several psychological models of player experience and several questionnaires designed to assess player experience in literature, b
57#
發(fā)表于 2025-3-31 12:41:58 | 只看該作者
58#
發(fā)表于 2025-3-31 15:49:14 | 只看該作者
The Case for Naive and Low-Fidelity Narrative Generation construction of the narrative generator, and also in the costs associated with building games. We already see games using these technologies, and the approaches to narrative generation used in these games warrant further scholarly attention.
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