In response to a rapidly changing, increasingly insecure and complex labor market, career counselors and researchers are developing methods that can meet the needs of individuals who would navigate this new terrain. In the last two or three decades, narrative career counseling practices (Cochran, 1997; McMahon & Watson, 2012; Reid & West, 2011; Savickas, 2012) have been developed to promote career adaptability (Savickas, 2011) and career resilience (Lyons, Schweitzer & Ng, 2015). Narrative counseling (i.e. career construction) is founded on the idea that in order to survive and thrive on the labor market of the 21st century, individuals must reflexively construct their identities in a process of meaning making, where identity is co-constructed in the form of a narrative: a story about who one is that provides both meaning and direction (Wijers & Meijers, 1996). LinkedIn: https://www.linkedin.com/in/reinekke-lengelle-phd-767a4322/
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The Assassin’s Creed franchise mainly consists of video games but has over the years created a narrative universe spanning different media. Seeing how the traversal from the individual installment Assassin’s Creed IV: Black Flag into the narrative universe of Assassin’s Creed changes player engagement with the franchise allows one to understand audience interaction with different mediaproducts in a transmedia and convergent culture. Seen as a performed possible world, the individual installment is shown, through a three part gameplay analysis, to function as an unfinished commodity. This implies striking a balance between an individually satisfying experience and a plot-hole ridden incentive for further activity. When the individual installment incites traversal into a narrative universe, the player can construct the universe from installments through a hyperdiegetic, intermedia, or crossmedia engagement, depending on the reliance on medium specificity. Ultimately, this article provides a model for audience interaction in the transmedia age.
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Initial expectations about the interactive affordances of VR were often inspired by science fiction and technological fantasies rather than based on actual technical possibilities. In these futuristic accounts of VR, interactors would have the opportunity to fully engage with the characters that inhabit the story world, in ways that would feel so natural that it would be indistinguishable from reality. In ‘real’ reality however, the actual production of VR has turned out to be considerably more complicated. To provide a realistic impression of the actual possibilities of VR, this study presents four widely acclaimed contemporary VR experiences (Wolves in the Walls, The Line, Down the Rabbit Hole and A Fisherman’s Tale) and reviews them from a media theory and communication science perspective. We discuss whether and how the concepts identification, parasocial interaction, ‘breaking the fourth wall’ and spatial and narrative presence can still be applied to these VR case studies, eventually aiming to contribute some rudimentary insights into the range of possible media conventions that narrative VR may contain.