There is a great interest in storytelling for tourism experience development. An objective of storytelling is to engage people (Gabriel, 2000) by sparking emotions. Storytelling involves loading tourism experiences in a way that engages visitors’ emotions.Emotions are regarded as core building blocks of an experience (Bastiaansen, et al., 2019). It is assumed that an experience involving emotional engagement through storytelling should translate into a memorable experience. Zak (2015) asserts that emotions and identification lead to empathy, then to narrative transportation and better recall of the story. However, little is known about how storytelling in tourism experiences leads to emotions and memories. In this study, we compared the emotional impact and the memories of a (tourism) experience withoutstorytelling(mainly providing facts and information) to onewith storytelling(using specific storytelling techniques). The Van Gogh Heritage Foundation is currentlyredesigning three Van Gogh visitor centers located in the south of the Netherlands where Van Gogh spent most of his life. For two locations, we wrote a factual “non-story” version, and an emotional “story” version of certain events that took place in Vincent’s (early) years. We then created four 6-minutes videos, consisting of images, and a voiceover. Forty participants had their brain activity (EEG) and skin conductivity monitored while watching two of the four videos. Participants were asked to evaluate the videos immediately afterwards. One week after the experiment, 26 participants were interviewed about their memories of the videos. Results show that the “stories” led to a significantly higher level of narrative transportation than the “non-stories”. Furthermore, the “stories” lead to empathy for certain story’s characters, and to stronger and more vivid memories. The presentation will include theoretical and managerial implications. We will show how the outcomes have found their way into the redesign of the visitor centers.
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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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The purpose of this study was to explore the experiences and impact of peer-to-peer shadowing as a technique to develop nurse middle managers’ clinical leadership practices. A qualitative descriptive study was conducted to gain insight into the experiences of nurse middle managers using semi-structured interviews. Data were analysed into codes using constant comparison and similar codes were grouped under sub-themes and then into four broader themes. Peer-to-peer shadowing facilitates collective reflection-in-action and enhances an “investigate stance” while acting. Nurse middle managers begin to curb the caring disposition that unreflectively urges them to act, to answer the call for help in the here and now, focus on ad hoc “doings”, and make quick judgements. Seeing a shadowee act produces, via a process of social comparison, a behavioural repertoire of postponing reactions and refraining from judging. Balancing the act of stepping in and doing something or just observing as well as giving or withholding feedback are important practices that are difficult to develop.
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This study explores the application of systemic design approaches used in a complex commercial context to create positive and sustainable change. The case study was a business case on sustainable parenthood, in which the company tried to balance its ambitions for environmental sustainability with the need to survive in a highly competitive market. In close collaboration with the internal business company stakeholders, a causal loop diagram was created. The diagram mapped relations between global relevant trends for emerging young adults within the DACH market, sustainability, and parenting as a business. Leverage points for systemic change were identified which were explored through in-depth user interviews (n=10). This process eventually identified ten systemic insights, translated into insight cards to facilitate business actions.Based on these combined approaches, the MINT framework (Mapping Interventions and Narratives for Transformation) was developed, with a strong emphasis on co-creation, iteration, translation, and communication of systemic interventions. However, while the internal business stakeholders and company representatives appreciated the bird’s eye view that systemic design gave them, they were challenged by the methods’ abstract language and translation of systemic insights into concrete action. To address this, the developed framework utilized systemic design artefacts such as a storytelling map and user-centred insight cards to facilitate a more comprehensible systemic design approach.Overall, this study provides a first attempt at creating an actionable systemic design framework that can be used in commercial settings to promote positive systemic change. Future research will require further validation.
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This book is the account of teaching practice linked to research projects, a practice that is able to create new, unexpected values in the complex patchwork of the city through experimental and strategic interventions with greenery. That the interventions involve greenery is obviously linked to the fact that the Van Hall Larenstein university of applied sciences specializes in nature and agriculture, but there is also a practical reason. Green spaces act as a cohesive force, as is shown again and again in the Netherlands and in the Lively Cities programme. Particularly in the urban context, green spaces have a distinctive and perhaps even emotional value that encourages people to pause there and makes them think about their appreciation of a place. Greenery triggers people to take part in social experiments. But that is just the beginning.
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This article investigates gender bias in narratives generated by Large Language Models (LLMs) through a two-phase study. Building on our existing work in narrative generation, we employ a structured methodology to analyze the influence of protagonist gender on both the generation and classification of fictional stories. In Phase 1, factual narratives were generated using six LLMs, guided by predefined narrative structures (Hero's Journey and Heroine's Journey). Gender bias was quantified through specialized metrics and statistical analyses, revealing significant disparities in protagonist gender distribution and associations with narrative archetypes. In Phase 2, counterfactual narratives were constructed by altering the protagonists’ genders while preserving all other narrative elements. These narratives were then classified by the same LLMs to assess how gender influences their interpretation of narrative structures. Results indicate that LLMs exhibit difficulty in disentangling the protagonist's gender from the narrative structure, often using gender as a heuristic to classify stories. Male protagonists in emotionally driven narratives were frequently misclassified as following the Heroine's Journey, while female protagonists in logic-driven conflicts were misclassified as adhering to the Hero's Journey. These findings provide empirical evidence of embedded gender biases in LLM-generated narratives, highlighting the need for bias mitigation strategies in AI-driven storytelling to promote diversity and inclusivity in computational narrative generation.
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The Autumn 2015 edition is a special issue of non-fiction and artwork on the subject of technê and technology. This issue confronts the difficult questions of our time: Where are these tools and technologies leading us? What does it mean for the natural world and our own humanity? And how do we live through this? Jan van Boeckel writes of the documentary he made on 20th century techno-sage Jacques Ellul.
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This paper explores how AI-driven storytelling can transform news articles into fictional narratives using structured retelling techniques. We introduce NewsReteller, a system that explores the generative capabilities of Large Language Models to create stories from news content through three distinct approaches: genre-based storytelling, which adapts narratives to established literary styles; structured storytelling, which reshapes events using predefined biased schemes (story skeletons); and data-driven storytelling, which emphasizes factual clarity and analytical framing. To assess the system’s ability to reinterpret factual content, we generated multiple stories from a single news article using each of these approaches. The results illustrate how different retelling strategies influence narrative framing, thematic emphasis, and information presentation, highlighting the potential of our method to generate creative reinterpretations of real-world events.
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Background A healthy lifestyle is beneficial for everyone, including students and employees of universities of applied sciences (UAS). Although these groups experience high stress-levels and spent many hours sedentary, only few lifestyle interventions focus on these target groups that potentially could improve their well-being, and physical and mental health. Objective This study explores the lifestyle of students and employees at the Hague UAS using a narrative research method. The study aims to create personas, separate for students and employees, to inform future tailored lifestyle interventions. Methods Semi-structured interviews were conducted with 13 employees (26+ years old; 4 males, 9 females), and 12 students (18-35 years old; 4 males, 6 females, 2 identified as other). Via the storytelling technique[1], participants were asked to describe past situations on lifestyle-related decisions. Two researchers independently extracted stories from the interviews and linked a theme to each story. Analysis involved a cyclic process of constant comparison. The themes were grouped in main themes to create a story web. Thereafter, personas were created for both students and employees. Results Although we are in the midst of analyzing, preliminary distinction can be made between several groups of people. For example, one group tends to be underweight and struggles to maintain a healthy lifestyle. A second group deals with allergies, food intolerances, physical limitations or chronical illnesses. A third group incorporated health in their lifestyle. And a fourth group does not care, has other priorities or has insufficient knowledge about a healthy lifestyle. Conclusion Lifestyle is personal and, therefore, a one-size-fits-all approach for all students and employees is inadequate. In more detail, some people will benefit from social interventions, e.g. setting up a sports competition, others from physical interventions, e.g. nudging the stairs. Our next step is developing tailored lifestyle interventions in co-creation with students and employees.
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