ABSTRACT
In this study, we implemented MiRO, a web-based Media-as-Place storytelling game that resembles an existing OS. Media-as-Place storytelling refers to a story where its medium is identical to its place. Observing from escape room games, we propose this concept by contrasting it with interactive storytelling and tangible interaction. To realize the computer version of Media-as-Place storytelling, we focused on imitating visual representation and interactions of existing OSs. MiRO involves OS elements (e.g., a taskbar), in-game applications (e.g., e-mail, a web browser), and interaction techniques for existing OSs (e.g., drag-and-drop). We also conducted a preliminary user evaluation with 17 participants. MiRO was perceived as an OS visually, although its interaction was limited due to the characteristics of the web environment. From the interviews, we found that the role of guidance is important because Media-as-Place storytelling allows a high variety of available interaction at a time.
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Index Terms
- The Implementation of MiRO, a Media-as-Place Computer Game
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