Alternative Reality Game (ARG)
An interactive networked narrative that uses the real world as a platform and employs trans-media storytelling to deliver a story that may be altered by players' ideas or actions.
EX: Batman The Dark Knight (2007)'s Why So Serious Campaign recruited the audience to become real citizen of Gotham City. It took place over 15 months over a multitude of different platforms.
The capacity of an actor to act in a given environment.
Narrative device used to pull a branched story back into a single trunk. It avoids the storyline to branch out continuously in an ever-increasing complex diagramme.
Term often use to describe a phone or over device on whcih the interactive choices can be made. The audience's action on this device affect the result seen on a different screen.
A synthesis of various art forms, like an opera, which can incorporate music, dancing, painting, and performance. Entertainment mogul David Greffen said that “convergence is the most expensive word in history” a quote captured by Gary Arlen in an article he wrote for Multichannel News (August 12,2002).
Cross Device Game
Technology which enables the tracking of users across multiple devices such as smartphones, television sets, smart TVs, and personal computers.
A form of filmmaking that borrows technology, scenery and characters from video games but creates original stories with them.
Massive Open Online Course (MOCC)
A massive open online course is an online course aimed at unlimited participation and open access via the web.
Mixed Media Storytelling
a form of filmmaking that borrows technology, scenery and characters from video games but creates original stories with them.
It is a teaching strategy that mixes storytelling and multimodality. It relies on different ways to present a story by integrating modes, such as: gestures, audio, videos, images, labels, words, textures, or smells to create meaning, in this case, the story. While traditional storytelling mainly requires the usage of hearing and sight senses, multimodal storytelling involves five senses to decode the message of the story and foster multisensory perception
“Multisequential” is a substitute for “non-linear” that emphases the coherence of all of the paths through a story with variable parts.
(Definition by J.H Murray)
an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions.
Newsgames, also known as news games, are a genre of video games that attempt to apply journalistic principles to their creation. They can fall into multiple categories, including current events, documentary, simulations of systems, and puzzle and quiz games.
Data Driven Storytelling
Data storytelling is a methodology for communicating information, tailored to a specific audience, with a compelling narrative.
The Dating Sim is one of the most famous forms of visual novels and the reason behind its girly reputation. In these games the goal is simple: to find love.
Digital versions of audiovisual works, sound recordings, literary works, and/or pictorial works
The experience of agency within a procedural and participatory environment that makes use of compelling story elements, such as an adventure game or an interactive narrative. (Definition by Murray J.H)
Second list item. Add your own content here or connect to data from your collection.
Object-based media (OBM)
An interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions.
Object-based Broadcasting (OBB)
An interactive networked narrative made for television that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions.
The experience of interaction, synchronisation, and collaboration of programme and companion content across devices.
The process of entertaining an audience while also teaching them something.
e-Health or EHealth is a healthcare practice supported by electronic processes and communication.
The process of reading a cybertext. The term is derived from the Greek words ergon, meaning "work", and hodos, meaning "path".
Ergonomics is the study of how equipment and furniture can be arranged be in order that people can do work or other activities other more efficiently and comfortably.
A pervasive game is a video, Role Playing (RPG), or Live Action Role Playing (LARP) game where the gaming experience is extended out in the real world.
Found footage is a film and video game subgenre in which all or a substantial part of the work is presented as if it were discovered film or video recordings. The events on screen are typically seen through the camera of one or more of the characters involved, often accompanied by their real-time, off-camera commentary.
Real Time Communications (RTC)
Real-time communications (RTC) is a term used to refer to any live telecommunications that occur without transmission delays. RTC is nearly instant with minimal latency.
A narrative that changes in function of the player/readers choices.
A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages.
The art world convergence is the german word: gesampkunstverk which means a synthesis of various art forms, like an opera, which can incorporate music, dancing, painting, and performance.
Human Computer Interaction (HCI)
Human–computer interaction (HCI) studies the design and use of computer technology, focused on the interfaces between people (users) and computers.
Literature that uses the hypertext medium, particularly in order to add interactivity to a story or work.
Story Exploration Game
Exploration games are adventure games played often from the first-person perspective to explore an environment and to discover a narrative about the game, but often have little to no direct interaction with the environment itself. They are sometimes called by the derogatory term "walking simulator".
Ex: Gone Home, The Stanley Parable, Firewatch...
If you look closely at interactive models, you might see that they fall into two broad groups, rounded and angular. Angular structures tend to channel users along a particular path and have more of a linear core. On the Other hand, rounded structures do not support much of a story thread, but do promote a great deal of freedom and exploration. Some structural models combine rounded and angular elements, and thus combine narrative with a certain amount of freedom. (Definition by Carolyn Handler)
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.
Service Oriented Architecture (SOA)
When a client is initiating a connection, the service uses the platform’s default authorization mechanisms to only forward messages to clients of the same user.
Silos are media organizations like production companies, ad agencies and newspaper publishers. When doing a transmedia experience, you need to naviagte the silos because they are used to operatung independently and being non-collaborative.
Theatre of the Opressed
In the Theatre of the Oppressed, the audience becomes active, such that as "spect-actors" they explore, show, analyse and transform the reality in which they are living. This theatrical form was created by Brazilian theatre practitioner Augusto Boal in the 1970s.
Transmedia storytelling is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies.
EX: The Lizzie Bennett Diaries
Immersive theatre differentiates itself from traditional theater by removing the stage and immersing audiences within the performance itself.
Stories that require the audience/reader's participation to unfold.
Interactive Digital Narrative (IDN)
a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user (also reader or player) experiences a unique story based on their interactions with the story world.
Interactive Fiction (IF)
Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment.
Interactive Storytelling For Children (ISC)
Does what it says on the tin!
I-Documentary (internet Documentary)
Documentaries with interactive elements made for internet.
Invisible theatre is a form of theatrical performance that is enacted in a place where people would not normally expect to see one—for example in the street or in a shopping centre. The performers attempt to disguise the fact that it is a performance from those who observe and who may choose to participate in it, encouraging the spectators (or rather, unknowing spect-actors) to view it as a real event.
Video Book (V Book)
A vBook (video book) is an upgrade to the tradition eBook. It replaces text-heavy pdfs with videos that educate the audience on a specific topic. vBooks are a more interactive way to share content, get the metrics you need, and connect with your audience on a personal level.
Verbatim theatre is a form of documented theatre in which plays are constructed from the precise words spoken by people interviewed about a particular event or topic.
A web documentary, interactive documentary, or multimedia documentary is a documentary production that differs from the more traditional forms—video, audio, photographic—by applying a full complement of multimedia tools.
LARPing (Live Action Role-Playing Game)
A live action role-playing game is a form of role-playing game where the participants physically portray their characters. The players pursue goals within a fictional setting represented by the real world while interacting with each other in character. The outcome of player actions may be mediated by game rules or determined by consensus among players.
The intersection in a video game of ludic elements and narrative elements.