Abstract
This paper describes on-going research to explore design strategies, grammars and languages to articulate, manipulate and drive narrative in digital media - games, simulations, virtual reality, augmented reality, and mixed reality. One of the main objectives of this work is to create synergy and to reconcile designed narrative with interactive narrative. In previous work we focused on tablet and touch screen devices and immersive virtual reality experiences, and in particular on the exploration of pace and slow interaction and gameplay to create opportunities for contemplation on the purpose. Continuing the purpose and theme, to raise awareness on issues and human activities disrupting and effecting the Great Barrier Reef, current work described herein focuses on augmented reality dioramas (miniature 3D digital model) and explores participant-driven narrative, to manipulate short form narrative, and encourage deeper involvement and contemplation with the serious purpose. To provide creative inspiration for our novel approaches, described herein is a framework to inform and guide design of experimental games and experimental serious games.
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Griffith University grant GFS2390/MARST funded the research and practice described herein.
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Marsh, T., Galbraith, D., Jensen, N. (2017). Experimental Serious Games: Short Form Narrative in Augmented Reality Dioramas. In: Alcañiz, M., Göbel, S., Ma, M., Fradinho Oliveira, M., Baalsrud Hauge, J., Marsh, T. (eds) Serious Games. JCSG 2017. Lecture Notes in Computer Science(), vol 10622. Springer, Cham. https://doi.org/10.1007/978-3-319-70111-0_22
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