This document discusses interactive storytelling concepts and their effects on viewers and motivations for engagement. It explores how interactive experiences differ from traditional television narratives. The document examines theories from media researchers and experimental studies on interactive entertainment. It poses two research questions on whether interactive storytelling develops new uses and gratifications for engagement, and what predictors of positive experiences can be identified from analyzing existing interactive concepts. Methods proposed include experiments for the first question and qualitative content analysis for the second.
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Which predictors of success can be derived from
interactive entertainment concepts like ʻThe Truth
About Marikaʼ?
Are there scientific insights why we want to engage in
stories that invite us to interact?
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Focus on two things
The effects of interactive storytelling
experiences on the viewer...
...and the motivations from the viewer
to engage in such experiences
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In short: what does existing research suggest?
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New Paradigm for classic television viewing?
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RQ 1: Is there a new set of uses and gratifications developed that
explain engagement in interactive storytelling concepts?
RQ 2: Which predictors of positive entertainment experiences can be
identified based on content analyses of all existing interactive
storytelling concepts?
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Method: Expirements
RQ 1: Is there a new set of uses and gratifications developed that
explain engagement in interactive storytelling concepts?
Method: Qualitative content analyses
RQ 2: Which recurring entertainment experiences can be identified in
terms of content in all existing interactive storytelling concepts?