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Connectedness in Games

Connectedness in Games

How can games be employed as a critical tool to convey the experience of connectedness?

Abstract

Loneliness is an unpleasant emotional response to the lack of connection that commonly occurs in people. In the digital era, while technologies bring about varied ways of connection, they also isolate people from real contact. This thesis tackles situations when people are physically isolated, and unacquainted with others on the internet, by creating positive interactions and further connections among people in a storytelling game. Using a game instead of social tools reduces the sense of getting social practices and curing loneliness. Through collaboratively drawing storylines within a community, the experiments explore the possibility of expressing feelings and ideas by means other than vocalization. It aims to help people strengthen the connectedness of both selves inside and environments outside and develop empathy by performing the same characters in one fictional world.

Seeking way out... 

Literature Review

Depping, Ansgar E., and Regan L. Mandryk. "Cooperation and interdependence: How multiplayer games increase social closeness." 2017. Proceedings of the Annual Symposium on Computer-Human Interaction in Play: 449-461.

This paper discusses the mechanisms of cooperation and interdependence in multiplayer games. The authors design a two-player digital board game for experiments. They apply the mechanisms of cooperation, competition, interdependence, and independence into paired combinations to create four versions of the game (Depping and Mandryk 2017, 452-453). 
        They measure the performances of the players in 5 factors: interpersonal trust, intrinsic motivation inventory, the player experience of needs satisfaction, conversational turns, and propensity to trust (453). Through the experiments, they conclude that: 
First, cooperation, i.e. working towards the same goal, will facilitate social bonds. Second, interdependence, i.e. a high degree to which group members must rely on one another to perform their task effectively, is helpful, and perhaps even necessary for two people to build a trusting relationship. It also increases the interaction and communication between group members which reinforces the formation and maintenance of social relationships (456-457). 
        In their further discussion, they suggest that:
First, social relationships in games can be even strengthened by emphasizing group identity. Second, for example, in MOBA games, having a choice, or uncertainty of whether players will act in their own interest or collaborate for the group could hurt the social facilitation on the one hand, but also could form even stronger bonds as cooperation is perceived as more meaningful. Third, implementations of interdependence should be accompanied by ways of communication like sending and receiving messages and signals, so that players can effectively share information (457). 

Tanaka, Masahiro, Tomio Kakuyama, and Madoka Takada Urhausen. 2003. "Drawing and storytelling as psychotherapy with children." In Handbook of Art Therapy, edited by Cathy A. Malchiodi, 125-138. New York: The Guilford Press.

In this paper, the authors argue that children in psychotherapy often have difficulty expressing their feelings and concerns verbally. In this circumstance, storytelling is an effective intervention to assist children in verbalizing their feelings safely (Tanaka, Kakuyama, and Urhausen 2003, 125).
        The authors introduce two art therapy techniques, egg drawing, and cave drawing, both of which work for stimulating the active imagination of the child and motivating the child to engage in artistic expression and storytelling through specific directives and guided imagery (123). Especially in the cave drawing, as a metaphor for a safe place, the cave functions to set boundaries between real space and therapeutic (pictorial) space (135). 
        It concludes that art therapy as it allows non-verbal communication, can be a complement to verbalization, and even assist children in verbally expressing their thoughts (136). Furthermore, the use of drawing is helpful to children with emotional problems. “The combination of both drawing and storytelling, along with the therapeutic relationship, provides a way for troubled children to express their fears and anxieties through the safety of projection and, in the case of art, nonverbal expression (137).” At last, the goal of therapy is not to complete the art expression or story, but to make the transition of the phases smoothly and thereby bring continuity to underlying themes during the course (136-137).

Reed, Aaron A. 2017. "Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames." Ph.D. diss., University of California, Santa Cruz.

In this thesis, the author discusses collaborative storygames in one of the chapters. Reed defines a collaborative storygame as a playable system with units of narrative in which some or all the contents are created during the play by participants, and that creation is mediated by the system designed to produce a compelling story (Reed 2017, 290-291). 
        Reed divides participants’ actions in collaborative storygames into four categories: Generating, Storywrighting, Negotiation, and Administration (304). Generating is a key part of collaborative storygames. The generated ideas perform as building blocks of stories and game playing. They can be created by players during play, but the pre-written elements such as backstories, character classes, or a set of rules are also important for making the fantasy more concrete and specific (304-305). Storywriting is a process of combining ideas from all participants in elegant ways to tell a story–choosing what to place in it and how what’s been put there is meaningful. The crucial point is that people yearn to fill in the gaps between narrative fragments, to make them into a coherent story even (or especially) when they seem contradictory (305). Negotiation is a process of determining which possibilities actually happen in a story, and again, when contradictory ideas occur, there must be a process of resolution by which all participants can agree on a single imagined story space within which play can continue (306). At last, Administration provides rules that regulate the actions of continuous activities in time and form, which may also include how participants take part in or respond to the activities. 
        Reed takes examples to discuss some specific features and mechanisms that collaborative storygames may have. For instance, in Tale of the Crystals, released in 1993, an early adventure narrating game through an audio cassette tape, the audio story narrates a problem for players to resolve. The solution is to be freely discussed between players. It also divides players into different roles so that they can have distinctive performance in helping solve problems and creates a scenario of collaboration (286-288). In 2007, interactive fiction designer Andrew Plotkin created an untitled game, in which two players write in the same fictional journal but from two different time periods: one from a long-dead civilization at the height of its power and the other as an explorer finding the journal in its mysterious ruins. The designer created a simple currency and exchange system allowing two players to respond to each other’s story and elements. The currency also functions as a way to maintain an equal creative power between players and to give the story an approximate length (308-310). In Microscope, a history timeline creation game released in 2011, players take turns writing events on index cards. It is called a minimalist collaborative storygame, in which the generation of ideas is entirely up to the players but not the system. The players have complete authority over their own creations, they build events on their own, and they collaborate through the medium of the game but not through open discussion and conciliation. This rule ensures that each player has an equal say in creating the world and forbids socially aggressive participants to dominate. The game designer says, “If you collaborate and discuss ideas as a group, you’ll get a very smooth and very boring history. But if you wait and let people come up with their own ideas they may take the history in surprising and fascinating directions (311-313).”

Lost

By Maurice Lesemann

The light was gone, and there wasn't a sound
But the roar of wind through the pines and firs.
I came to a clearing at last and found
That I'd lost my way in the universe.

It wasn't alone that I'd lost my way
In the timber land I was plunging through.
Somehow I'd circled and lost the lay
Of the sky; there wasn't a star I knew.

The wind lashed down at the wintry grass,
And the dark was scattered high and far

Historical and Contextual Framework

Loneliness is an unpleasant emotional response to the lack of connection that commonly occurs in people. In the digital era, while technologies bring about varied ways of connection, they also isolate people from real contact. This thesis tackles situations when people are physically isolated, and unacquainted with others on the internet, by creating positive interactions and further connections among people in a storytelling game. Using a game instead of social tools reduces the sense of getting social practices and curing loneliness. Through collaboratively drawing storylines within a community, the experiments explore the possibility of expressing feelings and ideas by means other than vocalization. It aims to help people strengthen the connectedness of both selves inside and environments outside and develop empathy by performing the same characters in one fictional world.

Loneliness

Loneliness is a common experience or feeling that everybody could have had at some point. Considering it in a cognitive approach, and also including values, norms, and standards that an individual involves personally or socially, de Jong Gierveld defined loneliness: Loneliness as: “a situation experienced by the individual as one where there is an unpleasant or inadmissible lack of (quality of) certain relationships (1998).” This kind of situation is often associated with an unwanted lack of connection and intimacy, which could either be a quantitative shortage or a qualitatively unfulfilled relationship. The causes of loneliness are varied, some of which are genetically inherited ((Gao et al. 2016, 819). But in general, despite the genetic, cultural, and other personal factors, the direct trigger of loneliness can be derived from status and unpleasant experiences of social isolation. People can feel lonely even when they are surrounded by people when they are not physically isolated. But in a status of social isolation, they lack positive interaction with others. 
        According to the Evolutionary Theory of Loneliness, humans are inherently social animals, and our brain has been shaped to feel, think, and act socially. Therefore, “the aversiveness of loneliness serves as a biological warning signal that alerts an individual to potential damage to the social body and motivates the individual to repair or replace perceived deficiencies in social relationships (Cacioppo and Cacioppo 2018, 140).” In this sense, loneliness in the short term can be positive, because it prompts us to seek company (Brennan 2021, 230). However, in the long term, “Chronic loneliness is individually and socially destructive. It can prompt us to ignore our psychological needs” (Brennan 2021, 230). In such a situation, people are more likely to “avoid company and to experience the social interactions we do have with negativity and suspicion” (Brennan 2021, 230). Simply speaking, loneliness can be resolved when people regain positive interaction with others. However, the ways of easing loneliness could be complex, but not simply encouraging or providing social interactions.
        In the digital era, digital communication has been a major way of social interactions. On the one hand, the internet breaks the constraints of remote connection which could make people stay in touch easier and increase the intensity of close relationships. On the other hand, the internet also makes some people stay behind the screen and have fewer face-to-face connections which could increase loneliness.

Games

In general, a game is a structured form of play in which player(s) pursue one or more goals under the constraints of predefined rules, usually undertaken for entertainment. Multiplayer games, especially those with elements of cooperation, can be a method of building social interaction among players, as they are engaged in a structure of connection and also share a common purpose of entertainment. As for in the digital era, playing digital games has been an important social experience. People play multiplayer games with old and new friends, they became a social medium to maintain and form friendships (Depping, Johanson, and Mandryk 2018, 88). 
        Nowadays, game elements have been applied to non-game contexts, such as education, training, health, news, and so on, which is known as “Gamification” (Deterding et al. 2011, 10, 12). Usually, game elements refer to rewards, points, badges, levels, leaderboards, etc. (Deterding et al. 2011, 9). “Gamification can change stakeholder behavior because it taps into motivational drivers of human behavior in two connected ways: reinforcements and emotions” (Robson 2015, 413). The idea of gamification has been widely used in interaction design and digital marketing, especially for mobile apps that focus on increasing user stickiness.

Storytelling makes people connected through their natural ability of empathy. And instead of predetermined stories, co-authorship stories allow people to have more intense connections. Drawing is a method in art therapy usually applied to children with ASD. It can be a complement to verbal communication. To ease a more common issue of loneliness, I intend to bridge game, storytelling, and drawing together in one framework.

Process and Methodology

 When I was young, I was fascinated to play a folk game called “Story Relay” which is orally describing a fictional story or world with a group of people one by one. With more scenes added, the story or the world becomes more engaging and fascinating. Enriched communications also appear during the game, as we can learn each other’s personalities and ways of thinking. I appreciate this form of connection, so I want to develop it into a more functional, engaging, and spreading method for people to build connections.
        Instead of verbal documentation, I choose drawing and writing combined as the formats of storytelling. I expect that random thoughts come up while people are drawing. And I hope people’s thoughts and feelings can be inherited and affected by others while the story goes on. 

Phase 1: 5-Day Story

Start

 When I was young, I was fascinated to play a folk game called “Story Relay” which is orally describing a fictional story or world with a group of people one by one. With more scenes added, the story or the world becomes more engaging and fascinating. Enriched communications also appear during the game, as we can learn each other’s personalities and ways of thinking. I appreciate this form of connection, so I want to develop it into a more functional, engaging, and spreading method for people to build connections.
        Instead of verbal documentation, I choose drawing and writing combined as the formats of storytelling. I expect that random thoughts come up while people are drawing. And I hope people’s thoughts and feelings can be inherited and affected by others while the story goes on. 

Fig 2. 4 shapes for inspiration

Process

I recruited 4 participants who are interested in storytelling games. They are college students coming from different countries and may or may not know each other. I offered them black pens and white paper and gave instructions while they played. 
        Many of them had concerns about their drawing skills. I showed them rough samples of sketchy drawings and encouraged them to “make a mess”. Thereafter, players get more comfortable drawing and expressing their ideas. 
        Within the 5 days, they all showed high curiosity about the directions of the stories. Players have strong emotional reactions to the main character’s fate. With the stories going on, more characters appear in each storyline. Some of them have their favorite character but still will read other lines. Sometimes a player liked the last player’s creation and tried to add more. Otherwise, a player was not satisfied with it and tried hard to twist the plot. 

Fig 3. A participant is drawing.

Fig 4. Selfies of 4 participants

Results

All 4 storylines were created engaging and went well open-ended. 4 main characters were created: Mr. Penguin, Frankly the goldfish, Elephant Zou, and the Owl King Fukulo. In the meet-up, players talked about the characters and story plots. They were curious about by whom the characters were created and the reasons behind them. They were eager to figure out the meaning of some scenes, and why they happened. The chat time was longer than planned.

Fig 5. Participants in the meet-up

Fig 6-8. Drawings of four storylines

Insights

The participants created four characters separately, but coincidentally, all of them are animals. The reason for this result might be that animals have certain forms that are easy to draw, people can play with the features of some animals, like the long nose of an elephant, and everybody has a common sense of them. Instead of creating complex character settings, animal characters are easier to start.
        During the playtime, all the players had fun and were curious about others. The players in the same department talked more after the event. I want to expand this game to an even larger range. Therefore, I decided to test this game in another place and try other forms. I build an instruction sheet and send it to my friends to see what happens when this game is not held by me but by a close friend as a board game.

Phase 2: 20-minute story

Start

The second phase was held at a Swiss School. Considering people usually have less confidence in their drawing skills when I introduce the game, I intended to choose participants who do not have a creative background or drawing training. I gave the instruction sheet to a game host and prepared booklets of the phase 1 drawings as a gift for participants. I also asked the game holder to record the process.

Game rules

  • Participants watch and read the 4 storylines created in Phase One

  • Ask participants to offer a drawing selfie or nickname to represent themselves (optional)

  • Participants take turns drawing stories following the existed storylines

  • Record the text

  • Pass it to the next participant 

Fig 9. The host is introducing the game.

Process

Players were easily gathered, and they were interested in the “story game” when they heard about it. Most of them were not comfortable drawing at first, but they got relaxed after the holder started drawing the selfie and they tried to draw their selfies. Then, they started to draw the scenes. They kept communicating about selfies, storyline-choosing, and plot directions during the event. Some players were uncomfortable drawing but still passionately discuss the possible directions of plots with others. They were not confident with their drawing but loved how they built the stories. 
        The playing lasted one hour. The players took a lot of time discussing the plots. They were especially interested in the story of Mr. Penguin and wished the Penguin to be happy. In the next few days, some players are still curious about what will happen to the character they created.

Fig 10. Participants are discussing the stories.

Fig 12. A group shot of the participants.

Results

All the participants are friends of the game holder. Some of them were familiar with each other while others were not before this event. Afterward, they felt happy about being gathered together to complete a project, and then they naturally formed a group. Someone even brought up the story in their graduation ceremony and was curious about the ongoing storyline. The participants also showed interest in me as the game designer and the participants in phase 1 as the story creators. They even created comic memes between each other based on this game.

Fig 11. Selfies of the Participants

Fig 13. Drawing in the phase 2

Insights

The event was well organized, and participants enjoyed playing the game. However, the story stopped going when the event ended. Some participants showed interest in continuing to follow up, but it is unsustained as a board game. Therefore, I planned to move the game to an online platform, on which participants can continue drawing the stories without a host.

Phase 3: Plooot

Start

Considering a group of people to reach out to and the functions in an app, I chose Slack as the platform. I built instructions for playing on Slack and iterated it several times based on user tests. Then, I build one channel for instruction, 4 channels for 4 storylines, one channel for creating new characters, and leave a random channel for backup use. I uploaded instructions and previous open ending stories into each channel. I also have a QR code for online promotion and pens and paper for in-person promoting.

Fig 14. A screen shot of the Slack channel

Process

I recruited 4 participants who are interested in storytelling games. They are college students coming from different countries and may or may not know each other. I offered them black pens and white paper and gave instructions while they played. 
        Many of them had concerns about their drawing skills. I showed them rough samples of sketchy drawings and encouraged them to “make a mess”. Thereafter, players get more comfortable drawing and expressing their ideas. 
        Within the 5 days, they all showed high curiosity about the directions of the stories. Players have strong emotional reactions to the main character’s fate. With the stories going on, more characters appear in each storyline. Some of them have their favorite character but still will read other lines. Sometimes a player liked the last player’s creation and tried to add more. Otherwise, a player was not satisfied with it and tried hard to twist the plot. 

Fig 15. Instructions on Slack

Fig 16. Drawings on the Slack Channel

Results

In total, 25 participants were gathered, and 30 more scenes were created. Different participants care about different styles of stories, and they tried to draw them enclosed or diverged. In any case, the stories can keep continuing–even if the main character dies, there is a way to cover it. Sometimes there are conflicts and misunderstandings in some scenes, but they don’t affect the continuation of the stories, and participants can still draw what they want. Some participants were interested in watching other storylines even if they didn’t participate in drawings. Some of their reactions to the storylines were sensational, but they didn’t comment or chat on Slack very often.

Insights

As the story was created asynchronously from participants’ individual ideas, but not in an asynchronously collaborative mode, the storylines were not always concordant. However, the consistency and justification of a perfect story are not the points of this game. The participants care more about how they act to continue telling the stories and enjoy the surprises from others’ actions and reactions. Nevertheless, the participants seldomly expressed their feelings and thoughts in the Slack channels while they told those to the game holder. Therefore, designing a better platform is needed in order to create incentives for the participants to express their ideas and communicate with each other.

Capstone: The Variety of Connectedness in Games

Through 3 phases, I designed 4 comic books with players' co-creation. I made the comic scenes in a long strip of paper, in which I hope readers can view it like a stream of consciousness. The point is not to think about the logic, but the feelings and connections with other players. Also, I made a video to record all these processes.

 The comic books

Connectedness in Games Recording

Players Feedback

balck-bg-capstone.jpg

Contribution to the Discipline

Technologies bring about varied ways of connection, but people don’t always take it as an advantage. Instead, in some situations, technologies might isolate people and increase their loneliness. This thesis is to tackle these situations when people are physically isolated, and unacquainted with others on the net, by creating positive interactions and further connections among people in games. 
Using a game instead of social tools is a strategy to help people reduce the sense of getting social practices and cures for loneliness but increase the motivation to get connected through enjoying a game. Drawing a co-authorship story forms a space where players can express their feelings and ideas freely but also interact with those of others. Therefore, it helps people strengthen the connectedness of both self-inside and environments outside and develop empathy by performing the same characters in one fictional world. 

Delimitations

The participants of the experiments are mostly young adults who have postgraduate educational backgrounds. Results and feedback from participants with more diverse backgrounds could be more helpful to validate the game design. The experiments have only four storylines initiated by the participants during phase one. The participants didn’t have many choices to write their stories. For instance, some storylines became twisted and complex after a while, but some players would rather have simple stories. This thesis is relevant to mental health and art therapy, but the direct support from medical aspects is lacking, which limits its expansion. The online experiments used Slack as the platform, but as an app for office networks, it is difficult to navigate the functions for the gameplay, and not all the participants can have access to it. Therefore, it would be better to have a designed platform for the game.

Evaluation and Conclusions

I have been working on this project for 3 years before and during the pandemic. I met different people, some of whom are in a group, and some were individuals. Their communication styles and personalities are all different. Some are very happy with good friends; some are very isolated. Many things have changed in this project from the beginning to post-pandemic. Unfortunately, people are lonelier because many things are moved online, and people's physical distance is getting farther and farther. In the process of doing this project, I felt that I was fighting against the tendency of loneliness. At the beginning of my research, I have been doing research around the concepts of loneliness and play.  I was kind of stuck on it and could not find a breakthrough.  As I talked with the participants, and people from relevant fields, I found that easing loneliness can start from its opposite, building connection. During the tests of my game, I got a lot of feelings and insights. When the participants who watched us drawing and playing are happy, I can feel the link among humans. I became very concerned about the topic of loneliness because I had experienced a suffocating isolation state for a long time. After investigation, I found that this is a social health problem, and there is a more serious trend. After analyzing the reasons, it is also because I have not been successful in fighting against loneliness for a long time. I decided to study connection because I felt that loneliness can be instantly defeated even if there is only a momentary or one-person connection. 
         Loneliness is not a fixable problem, but a social health problem that is getting worse and bothering me too. I think many products try to match this problem, such as dating apps, but I don't believe that matching through dating apps could be a positive action for releasing loneliness. I think people need social skill training and deeper connections. And for people who are not good at it, they need to be engaged, get motivated and be de-shameful. I have been experimenting with how to do these directions through the medium of drawing and storytelling games. Loneliness is a dynamic state. It has neither beginning nor end. So does connection. Starting, maintaining, and disconnecting, none of which are permanent. What I can provide is a good space for the activity of building connections, and welcoming people to interact in a comfortable way and exercise social skills. 
Overall, I am satisfied with what I have got so far. I had a lot of fun playing, some people formed a group, and some people got to know each other better. I think this has already formed an impact on the loneliness and connection that bothered me. Multiplayer online games are designed with the concept of community, in which one person affects more people, and then gradually forms a community. In the interviews, many people mentioned that playing the game is an important tool to help them get through the unhappy transition phase. I hope that my project is also a tool of this type. I built the beginning, but there will be no end. It can be a safe place to get warm, vent, and have fun. For me, my 3-year experimentation has been a start and has allowed me to make a lot of connections myself. This game is developing in a good direction, and I think it has the potential to affect more people as a concept.  I'm also happy to push it forward in the future when I get the chance.

Further directions

Through the experiments of three phases, as well as secondary research, I conclude that designing a mobile game is the best direction for actualizing the desired connectedness via storytelling. A mobile app can reach out to the greatest users, and it also suits asynchronous activities in fragmented time. As mobile games, social apps and gamification apps are mingling, it can be designed as a social interaction-oriented mobile game. The aims of the mobile game are:

  • Breaking the state of isolation in a playful subtle way, 

  • Utilizing the current technology to create enriching interactions between players,

  • Finally, leading interactions towards closer connections.

Functions

In the mobile game, players join a storyline to draw the next plot, or they can create their own and share it with others. Players use drawing and texting to do self-expression, and they can also archive and visualize their social interactions. From this mechanism, I intend to motivate people to build social links, which enhances a sense of connectedness and eventually reduces the feeling of loneliness.

Bibliography

Brennan, Edward. 2021. "Digital Loneliness." In Digital Roots: Historicizing Media and Communication Concepts of the Digital Age, edited by Andreas Fickers, Valérie Schafer, Sean Takats, and Gerben Zaagsma, 229-244. Berlin: Walter de Gruyter.
Cacioppo, John T., and Stephanie Cacioppo. 2018. "Chapter Three - Loneliness In The Modern Age: An Evolutionary Theory Of Loneliness (ETL)". In Advances In Experimental Social Psychology, Volume 58, edited by James M. Olson, 127-197. Cambridge: Academic Press.
Depping, Ansgar E., Colby Johanson, and Regan L. Mandryk. 2018. "Designing for friendship: Modeling properties of play, in-game social capital, and psychological well-being." Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play: 87-100.
Depping, Ansgar E., and Regan L. Mandryk. 2017. "Cooperation and interdependence: How multiplayer games increase social closeness."     Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play: 449-461.
Deterding, Sebastian, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. "From game design elements to gamefulness: defining" gamification"." Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments: 9-15.
Gao, Jianjun, Lea K Davis, Amy B Hart, Sandra Sanchez-Roige, Lide Han, John T Cacioppo, and Abraham A Palmer. 2016. "Genome-Wide Association Study Of Loneliness Demonstrates A Role For Common Variation". Neuropsychopharmacology 42 (4): 811-821. 
Gierveld, Jenny de Jong. 1998. "A Review Of Loneliness: Concept And Definitions, Determinants And Consequences". Reviews In Clinical Gerontology 8 (1): 73-80. 
Robson, Karen, Kirk Plangger, Jan H. Kietzmann, Ian McCarthy, and Leyland Pitt. 2015. “Is it all a game? Understanding the principles of gamification”. Business Horizons, 58(4): 411-420.
Tanaka, Masahiro, Tomio Kakuyama, and Madoka Takada Urhausen. 2003. "Drawing and storytelling as psychotherapy with children." In Handbook of Art Therapy, edited by Cathy A. Malchiodi, 125-138. New York: The Guilford Press.
Reed, Aaron A. 2017. "Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames." PhD diss., University of California, Santa Cruz. 
Zhang, Chao, Zili Zhou, Weilin Zhang, Lijuan Liu, Fangtian Ying, Yijun Zhao, and Guanyun Wang. "A Co-Creative Agent Supporting Children’s Storytelling through Collaborative Drawing." 2021. CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems: 1-6.
StoryDrawer is an intelligent AI agent, which supports children’s storytelling through collaborative drawing. It can analyze the child’s oral description in real-time and extract essential information from it. StoryDrawer plays an active role in collaborative storytelling and children can tell more innovative stories.
Moum, Åsa. "Once Upon a Time…–Interactive Storytelling in a Context-Dependent Mobile Game." 2004. Master’s Thesis in Human Computer Interaction at the School of Computer Science and Engineering, Royal Institute of Technology

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