Abstract
With a special focus in designing interactive stories for children, this article considers transcripts, whether playscripts of interactive stories or recordings of video games, as transitional objects, not as crutch, but as a bridge between the open possibility space of games and the fixed linear realms of video and print. Through a series of examples, the authors argue that transcripts provide a stabilizing aid for reading and interacting in digital environs for users of all levels of experience. The transcript offers the player a means to fulfill and extend the creative collaboration of play by producing a record of their performance. Despite freezing interaction, transcripts provide a tracing, a linearization of experience that may prove to be central rather than secondary to gameplay. We argue that game designers should consider the central role of the transcript in player retention, comfort, and pleasure.
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Acknowledgements
This work was partially supported by the project eLITE-CM: Electronic Literary Edition (reference: H2015/HUM- 3426) within the Program of Research and Development among Research Teams of the Community of Madrid in Social Sciences and the Humanities, and 50 % co-financed by the European Social Fund for the programming period 2014–2020.
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Goicoechea, M., Marino, M.C. (2016). Can You Read Me that Story Again? The Role of the Transcript as Transitional Object in Interactive Storytelling for Children. In: Nack, F., Gordon, A. (eds) Interactive Storytelling. ICIDS 2016. Lecture Notes in Computer Science(), vol 10045. Springer, Cham. https://doi.org/10.1007/978-3-319-48279-8_27
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