Over the past decade, journalists have created in-depth interactive narratives to provide an alternative to the relentless 24-hour news cycle. Combining different media forms, such as text, audio, video, and data visualisation with the interactive possibilities of digital media, these narratives involve users in the narrative in new ways. In journalism studies, the convergence of different media forms in this manner has gained significant attention. However, interactivity as part of this form has been left underappreciated. In this study, we scrutinise how navigational structure, expressed as navigational cues, shapes user agency in their individual explorations of the narrative. By approaching interactive narratives as story spaces with unique interactive architectures, in this article, we reconstruct the architecture of five Dutch interactive narratives using the walkthrough method. We find that the extensiveness of the interactive architectures can be described on a continuum between closed and open navigational structures that predetermine and thus shape users’ trajectories in diverse ways.
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Designing for interactivity for audience engagement in journalistic narratives is a new practice that emerged after The New York Times’ success with Snow Fall in 2012. Journalists have begun collaborating with designers in interdisciplinary teams to design these interactive narratives. Few studies describe the new practice that is the result of this collaboration. In this study, we examine the production processes of three journalistic interactive narratives and their design for audience engagement by focusing on the imagined user as part of the production process. Our analysis shows how producers develop the role of users by considering the narrative’s experience and accessibility. Together, these two concepts underpin the practice of designing for audience engagement and subsequent entextualisation. Our findings show that, although producers claim that they approach users differently when designing texts for interactive audience engagement, their concepts of the interactive user are grounded in more traditional notions of authorship and audience in journalistic practices.
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Innovations in digital storytelling techniques have spurred on the development of new journalistic and audience practices. The production processes of interactive and immersive journalistic narratives are highly technological and require specialist knowledge of both journalism and design, and require producers to consider how audience engagement and user activity both fit into their story. The resulting narratives redefine the boundaries of what is considered a journalistic production, often requiring users to act within the story, thereby challenging the existing author-user relationship. In this chapter we discuss how the boundaries of journalism are redefined or blurred during both the production and reception processes of interactive, immersive journalism.
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Interactivity as part of journalistic narratives is a common practice in newsrooms around the world. Interactive journalistic narratives developed as a subgenre of online journalism in the decade following Snow Fall: The Avalanche of Tunnel Creek (The New York Times, 2012) after which news organisations started to engage in interactive and multimedia storytelling. This complex journalistic genre involves a significant investment of time and money. It encompasses extensive research and engaging online storytelling, which both require advanced technological and journalistic skills. This thesis focuses on interactive journalistic narratives in the Netherlands. Using innovative qualitative research methods, this PhD research explores the consequences of interactivity for the narrative, the production process, and the user experience. The results reveal a tension between the promises of interactivity and the practical application thereof. Creators of interactive narratives hope to engage their audiences with interactive elements woven into their stories. This is part of the changing relationship between journalists and their audience. The results of this thesis indicate that journalists reimagine this relationship in a traditional way, meaning the audience is seen as a recipient of journalistic stories. However, creators deliberately use interactive elements in their journalistic storytelling to engage audiences. With moderate success it seems as the results of the audience study suggest; users reported an increased sense of involvement with the narratives when interactive options allowed them to personalise the story
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This article presents a novel and highly interactive process to generate natural language narratives based on our ongoing work on semiotic relations, providing four criteria for composing new narratives from existing stories. The wide applicability of this semiotic reconstruction process is suggested by a reputed literary scholar's deconstructive claim that new narratives can often be shown to be a tissue of previous narratives. Along, respectively, three semiotic axes – syntagmatic, paradigmatic, and meronymic – existing stories can yield new stories by the combination, imitation, or expansion of an iconic scene; lastly, a new story may emerge through reversal via an antithetic consideration, i.e., through the adoption of opposite values. Targeting casual users, we present a fully operational prototype with a simple and user-friendly interface that incorporates an AI agent, namely ChatGPT. The prototype, in a coauthor capacity, generates context-compatible sequences of events in storyboard format using backward-chaining abductive reasoning (employing Stable Diffusion to draw scene illustrations), conforming as much as possible to the user's authorial instructions. The extensive repertoire of book and movie summaries available to the AI agent obviates the need to manually supply laborious and error-prone context specifications. A user study was conducted to evaluate user experience and satisfaction with the generated narratives. The preliminary findings suggest that our approach has the potential to enhance story quality while offering a positive user experience.
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The 18 full papers and 17 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 99 submissions. The papers are categorized into the following topical sub-headings: Narrative Systems; Interactive Narrative Theory; Interactive Narrative Impact and Application; and the Interactive Narrative Research Discipline and Contemporary Practice
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The use of art (e.g. visualized narratives) in social work may stimulate dialogue between community members about family support in their neighbourhood. The Visualized Narratives on Parenting Interactions in the Neighbourhood (VN-PIN) were developed in order to foster this dialogue. The aim of this study was to evaluate the implementation of the VN-PIN in social work practice and to gain insight in mechanisms that stimulate dialogues supported by visualizations. A qualitative process evaluation was conducted to explore the use of the VN-PIN in various urban settings. We observed meetings (N = 14) where the VN-PIN was applied and interviewed professionals and community members (N = 81). The results of this study show that the VN-PIN intervention gives parents a voice and allows them to recognize and reflect on their own parenting behaviour, thereby contributing to mutual exchanges in a supportive community. The conclusion of this study is that the VN-PIN is a useful intervention that social work professionals can use to foster dialogues about parenting within diverse contexts in super-diverse neighbourhoods. The intervention fosters a supportive structure to share experiences of various community members. Future research is needed to further evaluate the experiences and satisfaction of community members with the intervention.
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In this paper we introduce a novel highly interactive process to generate natural language narratives on the basis of our ongoing work on semiotic relations. To the two basic components of interactive systems, namely, a software tool and a user interface, we add a third component - AI agents, understood as an upgraded rendition of software agents. Our semiotic relations approach considers four ways of composing new narratives from existing narratives. Along what semioticians call the horizontal syntagmatic axis, one can form the new narrative by combining two or more previous narratives. Along the vertical paradigmatic axis, the new narrative may emerge as a similar version, which imitates the previous one, possibly in a different context. Along the depth meronymic axis, the hierarchic narrative levels, such as plot, event, and scene, are explored, allowing either expansion or summarization. Lastly, the antithetic consideration, rather than adding a dimension, aims at some form of reversal, through the adoption of opposite values. A fully operational prototype is described. Its name, ChatGeppetto, conflates the skilled Geppetto, who fashioned Pinocchio, an early case of artisanship-produced human level intelligence, with ChatGPT, which operates as the main AI agent component. To run the experiments, we concentrated on book narratives.
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More than 25!years after Moore’s first introduction of the public value concept in 995, the concept is now widely used, but its operationalization is still considered difficult. This paper presents the empirical results of a study analyzing the application of the public value concept in Higher Education Institutions, thereby focusing on how to account for public value. The paper shows how Dutch universities of applied sciences operationalize the concept ‘public value’, and how they report on the outcome achievements. The official strategy plans and annual reports for FY2016 through FY2018 of the ten largest institutions were used. While we find that all the institutions selected aim to deliver public value, they still use performance indicators that have a more narrow orientation, and are primarily focused on processes, outputs, and service delivery quality. However, we also observe that they use narratives to show the public value they created. In this way this paper contributes to the literature on public value accounting.
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