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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>What's the Story? A Proposed Approach for the Evaluation of Experimental Interactive Narrative.</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Charlie Hargood</string-name>
          <email>chargood@bournemouth.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ben Artis</string-name>
          <email>i7673319@bournemouth.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Corey Stevens</string-name>
          <email>i7673602@bournemouth.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Creative Technology, Bournemouth University</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <abstract>
        <p>Evaluation of experimental digital narrative often focuses on the overall user experience. While this is important, we recognise the need for more granular forms of evaluation to measure the e cacy of individual digital narrative delivery techniques. These continue to grow in variety as authors explore di erent approaches to telling stories using interactive media. In this paper we propose a multi-layered evaluation methodology based on the principle of deconstructing an interactive narratives internal fabula and story. This is followed by three separate stages of interview for collecting evidence of the e cacy of di erent techniques used within story payloads to deliver content. This proposed methodology shows early promise, and potentially provides a means to identify the individual e cacy of techniques within a wider digital narrative.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing → Hypertext /
hypermedia;
Copyright held by the author(s).</p>
    </sec>
    <sec id="sec-2">
      <title>1 INTRODUCTION</title>
      <p>
        Digital narrative is, by its nature, experimental. How authors
tell stories through technology has been changing rapidly
following continued exploration of the possibilities and the
poetics of a range of digital mediums. Interactive ction,
hypertext narrative, RPGs, and computer games have all
experimented with di erent delivery mechanisms for stories
that play with both the interactive nature of digital
narrative as well as its dynamic qualities to create nonlinear
narratives. These delivery techniques include hypertextual
patterns of narrative structure [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], hypertextual presentation
paradigms such as spatial hypertext [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and game narrative
delivery techniques such as environmental storytelling [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]
and mechanics as metaphor [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. For the purpose of this work
we might de ne narrative ’delivery techniques’ as a story
structure, medium, or other delivery format design decision
within the narrative made for the presentation of a part of
the story, whether a section of plot content or something
more subtextual such as a theme.
      </p>
      <p>
        While there has been a range of work exploring these
di erent possibilities there is somewhat less work in the
area of bespoke evaluation methodologies for the narrative
e cacy of these di erent techniques. Existing evaluations
of these approaches normally follow the path of traditional
user experience studies - often seeking to deconstruct the
usage of a system and its impact on the user [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. However
while these tell us much the ability of the system as a whole
to deliver on ’immersion’ and ’ ow’ [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] they tell us little
about how much of the narrative was successfully delivered
and understood by the audience or the e cacy of individual
techniques within the technology.
      </p>
      <p>In this paper we propose a multi-layered approach to the
evaluation of the e cacy of digital narrative delivery
techniques to deliver story. We present two games we have
created as a group, and how we have deconstructed their
narrative design in order to form an evaluation methodology
that goes beyond user experience and seeks to explore the
e cacy of individual techniques to deliver story elements.
2</p>
    </sec>
    <sec id="sec-3">
      <title>BACKGROUND</title>
      <p>This work draws on both techniques for digital narrative
delivery (in surveying the di erent forms that might be
evaluated) and interactive entertainment evaluation (existing
methodologies that might be applied).</p>
    </sec>
    <sec id="sec-4">
      <title>Hypertext Narrative</title>
      <p>
        Hypertext ction such as Joyce’s ’afternoon, a story’ and
Moulthrop’s ’Victory garden’, has explored a range of
narrative delivery methods, often through di erent hypertext
structures such as the calligraphic patterns originally
explored by Bernstein [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This form of structural storytelling
may be used to deliver its own poetic e ect whether it be
the emphasis or change of context from rereading given to
us by a cycle or the feeling of disorientation from a tangle.
Similarly, sculptural and location-aware hypertext presents
its own patterns [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] where an author may choose to deliver
narrative through simultaneously available parallel threads
or an array of concurrent nodes. The variety of hypertext
forms and structures extends further still, and includes the
juxtaposed montages of spatial hypertext [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. These design
choices are important to the poetic value of the story and
they may radically change how a story is interpreted. They
are vehicles for delivery of narrative content to the reader
which are themselves part of the message. Where one
structure might be e ective for a given story and might be less
e ective or distort the delivery in ways both desirable and
undesirable.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Game Narrative</title>
      <p>
        While some modern game narratives leverage the techniques
common to more traditional mediums, such as lm or text,
there are experiments in new delivery mechanisms to deliver
narrative in less traditional ways that leverage the interactive
nature of the form. The idea of ’Mechanics as Metaphor’ [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]
builds upon the more theory of ’the medium is the
message’ [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] from more traditional media and is used to describe
games who use their mechanics (the actions and interactions
the player makes) as a means for conveying narrative itself.
This may be rules of the game that re ect aspects of the
characters, changes to the dynamics to communicate a ect
or emphasis in a scene, or metaphorical interactions within
gameplay. This is strongly connected to the idea of ’Diegetic’
choice within games [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] where choices made within the
narrative of the game are made within the game’s own
mechanics and dynamics, rather than abstracting the agency of
the game away from the game play itself (so called ’Extra
Diegetic’ choice).
      </p>
      <p>
        Other game narrative designers prefer to avoid more
traditional grand narratives and instead use di erent narrative
delivery techniques that focus on the game world delivering
its story through a sequence of micro narratives embedded
into the world itself [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. This includes the idea of
environmental storytelling - that the story is not only delivered
through the core plot surrounding its protagonist but also
through the world and environment. In his work on
environmental storytelling Jenkins [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] explores four di erent
techniques through which it has been delivered: evocative
spaces (such as richly de ned level environments that
contribute thematically and depict the world), enacted stories
(micro narratives encountered as part of the idea of story as
journey [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]), embedded stories (fragments of narrative
delivered through discoverable game artifacts), and emerging
narratives (actions and events in front of the player that lead
them to infer their own narratives).
      </p>
    </sec>
    <sec id="sec-6">
      <title>Interactive Entertainment Evaluation</title>
      <p>
        Existing game evaluation, as with most application
evaluation, is user experienced focussed. In her summary Denisova
et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] explore a range of game evaluation
methodologies exploring the player experience including the IEQ [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ],
GEQ [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], and PENS [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] methods. These approaches use
questionnaires to explore Flow, Presence, Control, and a range of
other variables connected to the UX of game play. While this
is undoubtedly valuable it only provides limited insight into
the narrative impact of a technique used. These approaches
might tell us something about the players general enjoyment
or the suitability of the modes of interaction but not whether
a particular technique communicates the story we want it
to.
3
      </p>
    </sec>
    <sec id="sec-7">
      <title>DEVELOPMENT CONTEXT</title>
      <p>A pair of narrative centric games under recent development
(which employ some of the delivery techniques discussed) as
part of an exploration into the e cacy of these techniques
was the primary motivator for this work. To give context we
o er the following descriptions of these games Paramnesia
and Blitz (as shown in gure 1’s screenshots).</p>
    </sec>
    <sec id="sec-8">
      <title>Paramnesia</title>
      <p>The premise of Paramnesia is to use subconscious
psychological techniques to control player actions as well as convey
a strong narrative; using these subconscious techniques the
theory is to better convey narrative and object points to
players, resulting in a closer cohesion of scripted narrative
and the player’s interpretation of story. These subliminal
techniques are similar in premise to conventional forms of
environmental storytelling in that the narrative emerges
through the delivery of small sections often through the
space the player explores - though they are more heavily
couched in related psychological theory. Paramnesia is a
rst person atmospheric game set in an apartment block and
subway. The player is convinced to nd, set and detonate a
bomb in an empty subway, under the intention of it ending a
communist uprising currently taking place in America. After
the detonation of the bomb, it becomes apparent that the
player was manipulated to perform this terrorist attack
under false pretenses. There were 4 psychological techniques
employed within the level: Conditioning, Compliance, Mere
Exposure and Suggestion.</p>
      <p>
        Conditioning [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] allows control over player direction,
continuation of player motivation and player satisfaction. For
example, the use of red light was common throughout the
level which was paired with the idea of communism, this
therefore meant a red light could be used to trigger the idea of
communism for the player allowing to keep the motivation
for their actions going. Compliance [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] allows the designer
to control the player’s reaction to requests. This was used
for control over the player’s direction as well as the player’s
interpretation of the narrative. For example, the voice (which
is used to convey some objective and narrative) is created as
an authoritative gure to create compliance from the player
towards the instructions given. Mere Exposure [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] allows
for numbers, patterns and objects to be in the mind of the
player, purely because it has been show to them multiple
times. For example, the code for the security door is never
explicitly told to the players, however, the player sees the 4
digit code up to 10 times on the way down to the subway in
gra ti, posters, price tags etc. This results in the numbers
being in the player’s mind without them speci cally being
told the numbers. Suggestion [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] allows control over the
player’s intentions through merely introducing the idea in a
speci c way. For example, throughout the game ’the voice’
uses the phrase ’We’d greatly appreciate it if you could...’.
This is purposely used, and can be broken down to: ’We’d’
Which suggests more than one person is watching and added
pressure, ’greatly appreciate it’ - a nicety, which creates a
bond between communicator and receiver quickly, ’if you
could’ - which creates pressure just to accept while the
receiver is still thinking about the two previous steps. This
culminates in a stronger bond and higher levels of
compliance between ’the voice’ and the player.
      </p>
    </sec>
    <sec id="sec-9">
      <title>Blitz</title>
      <p>Blitz is a rst person interactive story set in 1940s London.
You play as a young boy who has been abandoned by his
parents and has woken up in a version of his childhood house
that has been separated from society. Exploring the house,
the player discovers what happened to their parents. Blitz
makes use of both Environmental Storytelling, and the
notion of ’Mechanics as Metaphor’. Environmental storytelling
being the technique that is more heavily used.</p>
      <p>Throughout the rst area there are clues and hints to the
location, time and events that relate to the house you are in.
Gra ti on the walls as well as a range of propaganda posters
reveal somewhat happened to the father and gives an idea of
the date that the game is set. There are other subtler hints,
such as the photographs on the wall; in one of the images,
a young boy is wearing glasses, and in the next area, there
are a pair of glasses on a crate, that indicate you are the boy
in that photograph.The use of ’Mechanics as Metaphor’ is
somewhat lighter. Player movement speed is slowed, and the
camera height of the player lowered and increased in FOV so
that the player felt surrounded by everything within vision
to highlight the overwhelming notion of events beyond the
protagonist.
4</p>
    </sec>
    <sec id="sec-10">
      <title>PROPOSED EVALUATION METHODOLOGY</title>
      <p>In order to explore the e cacy of the techniques within
the games, we required a methodology that was granular
enough to focus in on the impact of the delivery of individual
pieces of story. We require a method that can consider the
coherency of delivery (did the technique successful deliver
content in a way the audience understands), and to what
degree was its e cacy di erent to other techniques.</p>
    </sec>
    <sec id="sec-11">
      <title>Multi-Layered Deconstruction</title>
      <p>
        To begin to understand the answer to these questions we
need to rst identify what techniques are used where and
to deliver what. This process is e ectively identifying what
Narratologists such as Bal [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] would call the ’Fabula’. Here
the ’Fabula’ describes the collection of elements that
comprise the story’s content: its characters, events, places, and
facts. We can then connect these fabula elements to their
delivery in ’story payloads’ that are presented to the player
through particular techniques in a given scene. Each story
payload recognises the combination of 1 to n fabula elements
and 1 to n delivery techniques as depicted in gure 2.
      </p>
      <p>As an example the code to the security door in
Paramnesia is a fabula element, it is delivered to the player in ten
di erent payloads through out the game. These payloads all
make use of the delivery technique of ’Mere Exposure’ as
part of environmental storytelling. It is sometimes packaged
into a payload with other fabula elements, for example the
posters also communicate the anti-communist themes of the
piece. Consequently we now have a mapping from ’fabula’
elements, to delivery payloads as part of the story which
uses a technique. This example is depicted in gure 3.</p>
      <p>Multi-Layered Interview Methodology. Having identi ed
exactly what is delivered and how within our narratives, we
can now propose a methodology for detecting the e cacy
of these techniques. The premise here is to interview users
with questions connected to each story payload to detect
if the payload successfully delivered its content and how
this was received by the user. This way we can evaluate the
techniques based on how successful they were at content
delivery in the context of the payloads in which they were
used. It is not, however, suitable to simply ask a player ’did
you notice element &lt;x&gt;?’ as the question itself informs the
player before they give their answer. As such we propose a
three layer evaluation methodology for subsequent player
interviews:
(1) User-driven discussion - The user is encouraged to
lead the discussion by discussing the story and its
setting general terms without guidance to particular
parts. This collects evidence for all story payloads
without the player being lead to the signi cance of
particular story elements through questioning. The
player may mention particular elements and
consequently demonstrate some e ect for the payloads
connected to those elements.
(2) Interviewer-driven discussion - Fabula - The
interviewer now delivers pre-constructed questions for
each fabula element to explore whether this content
was successfully delivered to the player and how
it was interpreted. This stage may lead the player
to elements but not their delivery techniques, and
ensures what content was or wasn’t received by the
player.
(3) Interviewer-driven discussion - Story - The interviewer
now delivers pre-constructed questions for each story
payload. This is the nal layer of questioning and
directs the players attention to speci c parts of the
story delivery. This may heavily lead the answer, but
won’t a ect previous sections and captures speci c
e cacy of each delivery technique.</p>
      <p>For each stage of this method the interviewer does not
need to ask speci c questions that have already been covered
by evidence in a previous stage. For example, if evidence is
gathered to support the player understood a given fabula
element in stage 1, then the question for that element does
not need to be asked in stage 2. As the interview progresses
the evidence for player engagement becomes weaker due
to their being potentially lead by the lines of inquiry, but it
also becomes more targeted. In analysis, a researcher might
conclude that a technique that was noted as e ective for
delivering part of the story unprompted in stage 1 has stronger
evidence than one that has been discussed in stage 3
after prompting. As a methodology we would also propose
that alongside the suggested interview approach an
observational study is conducted where by the researcher studies
the player playing the game noting interaction with and
comment on di erent story payloads. This will then provide
a three layered data set for analysis from the interview along
with context from the observational study. This method is
described diagrammatically in gure 4.
5</p>
    </sec>
    <sec id="sec-12">
      <title>CONCLUSIONS AND FUTURE WORK</title>
      <p>In this paper we have presented a multi-layered
methodology for the evaluation of interactive digital storytelling
technique e cacy. We have given context for our work in
the form of the games Paramnesia and Blitz, and detailed a
multi-layered approach to deconstruction of an interactive
narrative and then an evaluation methodology that this
deconstruction enables. This methodology potentially enables
game and interactive ction analysis to go beyond criticism
and user experience and explore the e cacy of di erent
techniques which are increasingly varied in this fundamentally
experimental medium.</p>
      <p>While this position paper provides a proposition for the
technique, future work needs to validate its e cacy as a
form of evaluation. Initial studies on the two games detailed
are underway and initial researcher feedback suggests that
this methodology is e ective. One researcher stated ’the
multi-layered approach allows me to get a more in-depth
understanding of what technique was more in uential, what
design implementation communicated the technique etc’.
However the subtle nature of some of these techniques
continues to make them particularly challenging to evaluate.</p>
    </sec>
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