Narrative Interplay in the Digital Era
Generative AI, Alternate Reality Games, and the Future of Interactive Pedagogy

Edited by Andrew Klobucar

ISBN13: 9781835952054

Imprint: Intellect Books

Publisher: Intellect

Format: Hardback

Published: 12/12/2025

Availability: Not yet available

Description
This anthology explores the current evolution of interactive storytelling across digital as well as physical spaces by examining how games, digital narratives, and participatory art can reshape creative expression and learning at fundamental levels. The contributors propose that interactive fiction is best examined by combining social, literary, and technical analyses together. Used independently, each modality provides an insufficient picture of the deeply merged social, technical, and artistic media environments we currently inhabit. We focus instead on the nature of the social interactions involved when engaging in digital storytelling, emphasizing that an interactive narrative is perpetually constructed and reconstructed each time it is experienced. The collection provides in depth analysis, organized into three distinct sections, the first two based on the key modalities of alternate realities and digital interactive fiction. The third section then provides an important political critique of gaming ideologies. Contributors with expertise and experience in each section topic provide diverse and timely analyses on how interactive narratives function in educational contexts, community engagement, and human-machine collaboration. The authors also investigate both theoretical frameworks and practical applications, from live-action role-playing to AI-assisted writing, while considering the significant social and political implications of gaming culture in general. The collection's strength remains on its unique bringing together diverse perspectives from game designers, educators, artists, and theorists to examine how new forms of storytelling emerge at the intersection of analog and digital realms, with particular attention to the role of play and interactivity in contemporary learning environments.
Patrick Jagoda “Foreword” Acknowledgements Andrew Klobucar, “Introduction: Openings, Circuits Flowing.”  Section I Alternate Realities: Play and Interactivity Chapter 1: Andrew Klobucar, “A Digital Walk-through Thomas Hirschhorn’s Monuments Series and Alternate Reality Games.”  Chapter 2: Haley/Harlin Steel with Alejandro Ponce de León “Larp as medium, larp as message: Some notes on managing a diegetic commons” with example LARP for classroom activity: “Soundscape Architects.” Chapter 3: Mark Marino and Rob Wittig, “Kustom Karakter Orthographee for a visual written, digital world.” Chapter 4: Zsolt Olah, “Deliberate play and workplace learning.”                   Section II: Digital Interactive Fiction Chapter 5: Rebecca Rouse, “Game Time versus Playtime: Clock-beating in power chronography versus intersubjective play” Chapter 6: Jessica Ross-Nersian, “Interactive Storytelling as an Educational Tool: Escape to Apple Wick Hill.”   Section III:  The Ideologies of Gaming Chapter 7: Kristian Bjorkelo, “Are we all speaking of the same feminazi? Understanding the nuances of a gendered slur in gaming culture”   Chapter 8: J †Johnson, “Interactivity and its Discontents.”   Author Bios Index
  • Literature: history & criticism
  • Information technology: general issues
  • Professional & Vocational
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List Price: £99.95