Interactive fiction, the narration paradigm that allows players or readers to directly affect the branching of a story, has been the focus both of a popular genre of books (so-called GameBooks or Choose Your Own Adventure books) and of narrative experiences delivered through interactive computer programs, which includes but is not limited to many popular videogames. This paper explores book-based interactive narrative structures and tools, presenting a novel way to explore existing works of narrative fiction through the conversational audio interface of a smart assistant. The proposed solution is implemented in the form of an Amazon Alexa skill that allows users to listen to works of interactive fiction in a similar fashion to an audiobook, while also allowing them to ‘choose their own adventure’ expressing choices and commands using their voice. Common GameBook interaction paradigms other than basic junctures within the story are also described and presented through the smart assistant program. Results from a small-scale experiment are presented and the potential of this conversational interface for interactive spoken-word literature is discussed.

Go to Chapter X to Explore Interactive Narrative on Smart Assistants

Klopfenstein, Cuno Lorenz
Supervision
;
2021-01-01

Abstract

Interactive fiction, the narration paradigm that allows players or readers to directly affect the branching of a story, has been the focus both of a popular genre of books (so-called GameBooks or Choose Your Own Adventure books) and of narrative experiences delivered through interactive computer programs, which includes but is not limited to many popular videogames. This paper explores book-based interactive narrative structures and tools, presenting a novel way to explore existing works of narrative fiction through the conversational audio interface of a smart assistant. The proposed solution is implemented in the form of an Amazon Alexa skill that allows users to listen to works of interactive fiction in a similar fashion to an audiobook, while also allowing them to ‘choose their own adventure’ expressing choices and commands using their voice. Common GameBook interaction paradigms other than basic junctures within the story are also described and presented through the smart assistant program. Results from a small-scale experiment are presented and the potential of this conversational interface for interactive spoken-word literature is discussed.
File in questo prodotto:
Non ci sono file associati a questo prodotto.

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11576/2682355
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 0
  • ???jsp.display-item.citation.isi??? ND
social impact