Show simple item record

dc.contributor.authorGomez Escribano, Javier
dc.contributor.authorJaccheri, Maria Letizia
dc.contributor.authorMaragoudakis, Manolis
dc.contributor.authorSharma, Kshitij
dc.date.accessioned2019-11-04T11:29:07Z
dc.date.available2019-11-04T11:29:07Z
dc.date.created2019-04-13T12:58:03Z
dc.date.issued2019
dc.identifier.citationEntertainment Computing. 2019, 30 1-9.nb_NO
dc.identifier.issn1875-9521
dc.identifier.urihttp://hdl.handle.net/11250/2626356
dc.description.abstractContext Storytelling is an important asset in today’s society. Digital platforms for storytelling can facilitate collaborative development of stories. The storytelling process, if properly facilitated, can lead to the creation of stories that improve the relations between the players. Moreover, stories convey important information about the players and their interaction. Extended knowledge and better tools are needed about how to facilitate storytelling for good and analysis to exploit the power of the generated data. Research question How to facilitate Digital Storytelling for good? Method The investigation is based on a case study approach in which participants have been engaged in the creation of stories. The study is based on empirical data collection and analysis: from the stories recorded, we extract the storytelling features and performance. We have provided qualitative (Domain Expert) and quantitative (Machine Learning) analysis of the stories. In total, 58 users played the game in 15 sessions. Results and conclusions The main result is a framework for analysing digital stories. The analysis gives an indication of which game building blocks lead to stories for good. Future work will include a redesign of the game and its building blocks which lead to stories for good and further analyses.nb_NO
dc.language.isoengnb_NO
dc.publisherElseviernb_NO
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.no*
dc.titleDigital storytelling for good with Tappetina gamenb_NO
dc.typeJournal articlenb_NO
dc.typePeer reviewednb_NO
dc.description.versionacceptedVersionnb_NO
dc.source.pagenumber1-9nb_NO
dc.source.volume30nb_NO
dc.source.journalEntertainment Computingnb_NO
dc.identifier.doi10.1016/j.entcom.2019.100297
dc.identifier.cristin1692107
dc.description.localcode© 2019. This is the authors’ accepted and refereed manuscript to the article. Locked until 19.3.2021 due to copyright restrictions. This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/nb_NO
cristin.unitcode194,63,10,0
cristin.unitnameInstitutt for datateknologi og informatikk
cristin.ispublishedtrue
cristin.fulltextpreprint
cristin.qualitycode1


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record

Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal