This is a preliminary program; some changes are still possible
Specific information about rooms and venues will be available prior to the conference. All time are JST (GMT + 9)
Day 1 (Sat., Nov 11): Osaka Venue
ARDIN Early Scholars Academy (Doctoral Consortium) All Day
Day 2 (Sun., Nov 12): Kobe Venue
*Each workshop will be in a designated room with Internet and Zoom Access.
Late Breaking Works 1 (13:30-15:00)
*All LBWs will be in the same room
Session 1: IDN and Procedural Generation/Analysis
Sam Davern and Mads Haahr. Towards Procedural Generation of Narrative Puzzles for Open World Games
Ido Iurgel, Jana Kalb, Anabela Parente, Denis Malinko, Maren Weller and Steffi Wiedemann. Introducing the Comic Automaton: Interaction Design Options for an Interactive Comic for Higher Education
Mustafa Can Gursesli, Pittawat Taveekitworachai, Febri Abdullah, Mury F. Dewantoro, Antonio Lanata, Andrea Guazzini, Van Khoi Le, Adrien Villars and Ruck Thawonmas. The Chronicles of ChatGPT: Generating and Evaluating Visual Novel Narratives on Climate Change Through ChatGPT
Xiaoxu Li, Xiao You, Siyuan Chen, Pittawat Taveekitworachai and Ruck Thawonmas. Analyzing Audience Comments: Improving Interactive Narrative with ChatGPT
Timothy Wang and Andrew Gordon. Playing Story Creation Games With Large Language Models: Experiments With GPT-3.5
Pittawat Taveekitworachai, Febri Abdullah, Mustafa Can Gursesli, Mury F. Dewantoro, Siyuan Chen, Antonio Lanata, Andrea Guazzini and Ruck Thawonmas. What Is Waiting for Us at the End? Inherent Biases of Game Story Endings in Large Language Models
Pittawat Taveekitworachai, Febri Abdullah, Mustafa Can Gursesli, Mury F. Dewantoro, Siyuan Chen, Antonio Lanata, Andrea Guazzini and Ruck Thawonmas. Breaking Bad: Unraveling Influences and Risks of User Inputs to ChatGPT for Game Story Generation
Arunpreet Sandhu and Joshua McCoy. Exploring the Union Between Procedural Narrative and Procedural Content Generation
Alberto Alvarez. ChatGPT as a Narrative Structure Interpreter
Simon Akkerman and Frank Nack. Figure of speech detection and generation as a service in IDN authoring support
COFFEE BREAK (15:00-15:30)
LBW 2 & 3 (15:30-17:00)
Session 1 continued
Suji Jang, Chaewon Seo and Byung-Chull Bae. Sentiment Analysis of a Text Story Dataset Collected Using Illustration Cards
Jeong Yoon Park, Jumin Shin, Gayeon Kim and Byung-Chull Bae. Designing a Language Model-Based Authoring Tool Prototype for Interactive Storytelling
Session 2: Analysis and Artistic Approaches
Svetlana Rudenko, Xiangpeng Fu and Mads Haahr. Alice Dali MR: A Mixed Reality Interactive Narrative Experience
Ágnes Karolina Bakk and András Szabó. Curatorial Challenges of Exhibiting VR IDN’s in Film Festival Formats
David Wright. Traversing language, the author, and the word in Amira Hanafi’s A Dictionary of the Revolution
Jonathan Barbara and Mads Haahr. What really happened here? Dealing with uncertainty in The Book of Distance: a critical historiography perspective
Session 3: IDN Design and Applied IDN
Georgi V. Georgiev, Vijayakumar Nanjappan, Iva Georgieva and Zhengya Gong. Empathic Experiences of Visual Conditions with Virtual Reality
Samira Soltani. A design-oriented framework for interactive digital narrative in virtual reality – focus on branching narrative and agency
Robert Monahan, Jessica Vandenberg, Andy Smith, Anisha Gupta, Kimkinyona Fox, Rasha Elsayed, Aleata Hubbard Cheuoua, James Minogue, Kevin Oliver, Cathy Ringstaff and Bradford Mott. Integrating Storytelling and Making: A Case Study in Elementary School
Wolfgang Heiden, Tea Kless and Thomas Neteler. A Crossmedia Storytelling Platform to Empower Vulnerable Groups for IT Security
Mirjam Eladhari and Hartmut Koenitz. Mind Stories: a Story Making game – From Narrative Therapy to Interactive Narrative Therapy
Mark Bekooy, Dan Dan Berendsen, Martin Dierikx, Rolf Piepenbrink, Jan-Willem van Rhenen and Rafael Bidarra. A theory-of-mind game for the early detection of frontotemporal dementia
Day 3 (Mon., Nov 13): Kobe Venue
(*All presentations on Nov. 13-15 will be in main room w/Zoom and Internet access. Lunch and coffee will be in designated rooms. Posters from LBW presentations will be in same designated room on Nov 13 & 14.)
Formal Conference Welcome (09:00-09:30)
Local Chairs, Program Chairs and Welcome Film
Keynote 1 (Youichiro Miyake: 9:30-10:45)
COFFEE BREAK (10:45-11:15)
Presentations 1: Long/*Short Papers (11:15-13.00)
Interactive Narrative Design Challenges
Breanne Pitt and Christian Roth. Integrating Narrative Design into the World Economic Forum’s Transformation Maps for Enhanced Complexity Comprehension
Mads Haahr. Lovecraftian Horror in Story-Driven Games: Narrative Design Challenges and Solutions
Serge Bouchardon. “Bury Me, My Love”: the boundary between reality and fiction in IDNs for smartphone
Pedro Silva. Full-Motion Video as Parameterized Replay Stories: Emerging Design Patterns from the Timeline Authoring Platform
*Dimitra Kousta, Akrivi Katifori, Christos Lougiakis and Maria Roussou. The Narralive Unity plug-in: Towards bridging the gap between intuitive branching narrative design and advanced visual novel development
LUNCH (13-14:00)
Presentations 2: Long/*Short Papers (14:00-16:00)
Games, Play and Players 1
Qing Ru Yong and Alex Mitchell. From Playing the Story to Gaming the System: Repeat Experiences of a Large Language Model-based Interactive Story
Adam Jerrett. “It’s About What We Take With Us And What We Leave Behind”: Investigating the Transformative Potential of Pervasive Games with Various Stakeholders
Sam Davern and Mads Haahr. On the Interactions Between Narrative Puzzles and Navigation Aids in Open World Games
Anton Vinogradov and Brent Harrison. Detecting Player Preference Shifts in an Experience Managed Environment
*Mia Consalvo, Andrew Phelps, Lindsay Grace and Roger Altizer. The Ethical Colonizer? Grand Strategy Games, Colonization, and New Ways of Engaging Moral Choices
Coffee Break (16:00-16:30)
Presentations 3: Long Papers (16:30-18:00)
VR/AR Worlds and Narratives 1
Kath Dooley. Traversing Space in The Under Presents (2019), a VR Game
Mohammadreza Mazarei. Story-without-end: a structure for open-world cinematic VR
Maarten Overdijk. Circulation and Narrative in a Virtual Environment
Austin Wolfe, Sandy Louchart and Daniel Livingstone. Measuring Narrative Engagement in Interactive Cinematic VR Experiences
Valentina Nisi, Stuart James, Paulo Bala, Alessio Del Bue and Nuno Nunes. Inclusive Digital Storytelling: Artificial Intelligence and Augmented Reality to re-centre Stories from the Margin
Day 4 (Tues., Nov 14): Kobe Venue
Welcome & Notes: (09:15-09:30)
Keynote 2 (Anastasia Salter: 9:30-10:45)
COFFEE BREAK (10:45-11:15)
Presentations 4: Long/*Short Papers (11:15-13:00)
Crossing Borders: New Stories, New Theories
Serge Bouchardon and Nohelia Meza. Traversing boundaries when translating a literary IDN into several languages: a case study
Renata Frade and Mario Vairinhos. Digital storytelling in women in tech communities
Bjarke Alexander Larsen, Nic Junius and Elin Carstensdottir. Communal Ritual Play: Repetition and Interpretation of Game Narratives Across Communities
Hartmut Koenitz and Mirjam Palosaari Eladhari. When has theory ever failed us?
Cláudia Silva. *Fighting Against Hate Speech: a case for harnessing Interactive Digital Counter-narratives
LUNCH (13-14:00)
Presentations 5: Long/*Short Papers (14-15:30)
Games, Play and Players 2
Matthew Higgins. Interpretation as Play: A Cognitive Psychological Model of Inference and Situation Model Construction
Mirek Stolee. A Refinement-Based Narrative Model for Escape Games
Lissa Holloway-Attaway and Jamie Fawcus. Designing Sisters: Creating Audio-Based Narratives to Generate Affective Connections and Material Story Worlds
Lindsay Grace. *15 Gaming the System: Case Study in Investigative Journalism and Playful Interactive Narrative Design to Explain Systemic Bias in Immigration Policy
COFFEE BREAK (15:30-16:00)
ARDIN General Meeting (16:00-17:00)
Conference Dinner *Time and Venue TBA
Day 5 (Wed., Nov 15): Kobe Venue
Welcome & Notes: (09:15-09:30)
Keynote 3 (Andy Phelps/Mia Consalvo: 9:30-10:45)
Coffee Break (10:45-11:00)
Presentations 6: Long/*Short Papers (11:00-13:00)
VR/AR Worlds and Narratives 2
Nikola Kunzova and Daniel Echeverri. Bookwander: From Printed Fiction to Virtual Reality — Four Design Approaches for Enhanced VR Reading Experiences
Anastasios Niarchos, Dimitra Petousi, Akrivi Katifori, Pantelis Sakellariadis and Yannis Ioannidis. Bridging the gap between the physical and the virtual in tabletop role playing games: exploring immersive VR tabletops
Zhengya Gong, Milene Gonçalves, Vijayakumar Nanjappan and Georgi V. Georgiev. VR storytelling to prime uncertainty avoidance
Jessica L. Bitter, Ulrike Spierling and Noura Kräuter. As If They Were Here: The Impact of Volumetric Video on Presence in Immersive Augmented Reality Storytelling
Vincenzo Lombardo, Vittorio Lauro, Vittorio Murtas and Srushti Goud. Merging site recreation and museum exhibition in archaeology exhibition
Mirjam Vosmeer. *VR for Diversity. The Seven Lives of a Research Project
LUNCH (13:00-14:00)
Presentations 7: Long/*Short Papers (14:00-16:00)
Teaching and Learning
Anisha Gupta, Andy Smith, Jessica Vandenberg, Rasha El Sayed, Kimkinyona Fox, James Minogue, Aleata Hubbard Cheuoua, Kevin Oliver, Cathy Ringstaff and Bradford Mott. Fostering Interdisciplinary Learning for Elementary Students through Developing Interactive Digital Stories
Colette Daiute, John Murray and Jack Wright. Discovering IDN Authoring Strategies: Novices Anchor Choice Design through Character Development With Player Feedback
María Cecilia Reyes, Clàudia Silva and Hartmut Koenitz. Decolonizing IDN pedagogy from and with Global South: a cross-cultural case study
Jonathan Barbara, Hartmut Koenitz, Breanne Pitt, Colette Daiute, Cristina Sylla, Serge Bouchardon and Samira Soltani. IDNs in Education: Skills for Future Generations
Yi Zhang and Zhe Huang. *A Board Game Hootopia: Biodiversity Education through Tangible and Interactive Narrative
Conor McKeown and Ellie MacDonald. *Teaching Interactive Digital Narrative Through Found Photography
COFFEE BREAK (16:00-16:30)
Presentations 8: Long Papers (16:30-17:30)
AI and Authoring Tools
Benjamin Clothier and David Millard. Awash: Prospective Story Sifting Intervention for Emergent Narrative
Joshua Fisher. Centering the Human: Digital Humanism and the Practice of Using Generative AI in the Authoring of Interactive Digital Narratives
Sarah Harmon. Prompt Engineering for Narrative Choice Generation
Awards/Closing (17:30-18:00)
*Art Exhibition Reception *November 15, 19:00
KIITO cafe 1F
1-4 Onohamacho, Chuo Ward, Kobe, Hyogo 651-0082
Food and drink will be served starting at 18:30. The official cocktail opening is set to 19:00 and will continue until 21:00 (last order is 20:30).
Keynote Speakers
Youichiro Miyake
Youichiro Miyake (Ph.D) is a general manager of AI Division, SQUARE ENIX. He is also a project professor of Institute of Industrial Science (IIS), the University of Tokyo. He has been developing AI of digital games in game industry as AI technical director while researching game AI technologies as lead AI researcher in a digital game company in twenty years. He developed the technical design of AI for the following game titles: CHROME HOUNDS (2006, Xbox360), Demon’s Souls (2009,PlayStation3), Armored Core V (2012, Xbox360, PlayStation3) developed by FROM SOFTWARE, and FINAL FANTASY XIV, FINAL FANTASY XV, and Kingdom Hearts III developed by SQUARE ENIX. He is also a board member of Digital Games Research Association (DiGRA) JAPAN and a chair of SIG-AI in Japan Chapter, International Game Developers Association (IGDA Japan) from 2006 to present. He researches the technical design of combination of smart city and metaverse by using game AI system “Meta-Character-Spatial AI dynamic cooperative model”. He published more than 10 books of game AI, and many academic papers. He had many lectures in international academic conferences such as SIGGRAPH, SIGGRAPH ASIA, IEEE Conference On Games, and ACM International Conference on Intelligent Virtual Agents, and international industrial conferences such GDC and CEDEC.
Anastasia Salter
Anastasia Salter is a Professor of English at the University of Central Florida, and the Director of Graduate Programs and the PhD in Texts & Technology for the College of Arts and Humanities. Dr. Salter is the author of Playful Pedagogy in the Pandemic: Pivoting to Games-Based Learning (Routledge, with Emily Johnson, 2022), Twining: Critical and Creative Approaches to Hypertext Narratives (Amherst College, with Stuart Moulthrop, 2021), A Portrait of the Auteur as Fanboy (University of Mississippi Press, with Mel Stanfill, 2020), Adventure Games: Playing the Outsider (Bloomsbury, with Aaron Reed and John Murray, 2020), Toxic Geek Masculinity in Media (Palgrave Macmillan, with Bridget Blodgett, 2017), Jane Jensen: Gabriel Knight, Adventure Games, Hidden Objects (Bloomsbury, 2017), What is Your Quest? From Adventure Games to Interactive Books (University of Iowa Press, 2014), and Flash: Building the Interactive Web (MIT Press, with John Murray, 2014).
Dr. Salter’s work has also appeared in Feminist Media Studies, The Journal of Broadcasting & Electronic Media, The Journal of Popular Culture, Electronic Book Review, Porn Studies, Transformative Works and Cultures, and several other venues. Dr. Salter is currently vice president of the board of directors of the Electronic Literature Organization, and served as part of the editorial collective for the Electronic Literature Collection Volume 3.
Andrew Phelps
Dr. Andrew “Andy” Phelps (https://andyworld.io/) is a Professor in the Film & Media Arts division of the School of Communication at American University, and as Director of the AU Game Center, a multidisciplinary effort that engages faculty, staff, and students from several divisions and departments across AU. He also holds a joint appointment as a Professor in the Computer Science Department in the AU College of Arts & Sciences. AU offers several degrees and certificates relative to games and media, including an MA in Game Design and an MFA in Games and Interactivity, and Phelps advises students in these programs as well as other areas of media arts and computing.
Phelps was formerly (2020-2023) a professor at the Human Interface Technology Laboratory NZ (HITLabNZ) within the College of Engineering at the University of Canterbury. His work there is focused on virtual and augmented reality, games and education, and art and interactive media experiences of several varieties. In addition to his individual research and creative practice, supervision of students, and teaching activities, he was heavily engaged in building a new effort within the university, the Applied Immersive Gaming Initiative (AIGI), in collaboration with other faculty and staff at the HITLab, UC, and ChristchurchNZ, the city’s promotion and economic development agency.
Mia Consalvo
Dr. Mia Consalvo is Professor and Canada Research Chair in Game Studies and Design at Concordia University in Montreal. She is the co-author of Real Games: What’s Legitimate and What’s Not in Contemporary Videogames (2019) and Players and their Pets: Gaming Communities from Beta to Sunset (2015). She is also co-editor of Sports Videogames (2013) and the Handbook of Internet Studies (2011), and is the author of Cheating: Gaining Advantage in Videogames (2007) as well as Atari to Zelda: Japan’s Videogames in Global Context (2016).
Mia runs the mLab, a space dedicated to developing innovative methods for studying games and game players. She’s a member of the Centre for Technoculture, Art & Games (TAG), she has presented her work at industry as well as academic conferences including regular presentations at the Game Developers Conference. She is the Past President of the Digital Games Research Association, and has held positions at MIT, Ohio University, Chubu University in Japan and the University of Wisconsin-Milwaukee.