Interactive Storytelling
18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1-5, 2025, Proceedings, Part II
Herausgegeben:Reyes, María Cecilia; Nack, Frank
Interactive Storytelling
18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1-5, 2025, Proceedings, Part II
Herausgegeben:Reyes, María Cecilia; Nack, Frank
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This two-volume set constitutes the refereed proceedings of the 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, held in Saint Julian, Malta, during December 1 5, 2025.
The 31 full papers, 4 short papers and 19 Late Breaking Works included in this book were carefully reviewed and selected from 110 submissions.This year, the thematic areas of the conference were organized into five main sections: Theory, History and Foundations; Methods, Tools and Updates; Applications and Case Studies; Social, Cultural and Critical Perspectives; and the Late Breaking works.
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This two-volume set constitutes the refereed proceedings of the 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, held in Saint Julian, Malta, during December 1 5, 2025.
The 31 full papers, 4 short papers and 19 Late Breaking Works included in this book were carefully reviewed and selected from 110 submissions.This year, the thematic areas of the conference were organized into five main sections: Theory, History and Foundations; Methods, Tools and Updates; Applications and Case Studies; Social, Cultural and Critical Perspectives; and the Late Breaking works.
The 31 full papers, 4 short papers and 19 Late Breaking Works included in this book were carefully reviewed and selected from 110 submissions.This year, the thematic areas of the conference were organized into five main sections: Theory, History and Foundations; Methods, Tools and Updates; Applications and Case Studies; Social, Cultural and Critical Perspectives; and the Late Breaking works.
Produktdetails
- Produktdetails
- Lecture Notes in Computer Science 16375
- Verlag: Springer, Berlin; Springer Nature Switzerland; Spring
- Seitenzahl: 468
- Erscheinungstermin: 1. Dezember 2025
- Englisch
- Abmessung: 235mm x 155mm x 26mm
- Gewicht: 704g
- ISBN-13: 9783032124043
- ISBN-10: 3032124042
- Artikelnr.: 75835624
- Herstellerkennzeichnung
- Springer-Verlag GmbH
- Tiergartenstr. 17
- 69121 Heidelberg
- ProductSafety@springernature.com
- Lecture Notes in Computer Science 16375
- Verlag: Springer, Berlin; Springer Nature Switzerland; Spring
- Seitenzahl: 468
- Erscheinungstermin: 1. Dezember 2025
- Englisch
- Abmessung: 235mm x 155mm x 26mm
- Gewicht: 704g
- ISBN-13: 9783032124043
- ISBN-10: 3032124042
- Artikelnr.: 75835624
- Herstellerkennzeichnung
- Springer-Verlag GmbH
- Tiergartenstr. 17
- 69121 Heidelberg
- ProductSafety@springernature.com
.- Exploring the Influence of Narrative in VR Games: Players
Gameful Experience and Empathy.
.- A Shared Field of Perception: Voice Over and Focalisation in
Extended Reality (XR).
.- Meet Daiyu in The Era of GenAI: Using LLMs to Remediate Classics into
Interactive Digital Narratives.
.- Mixed Initiative Comic Making in the Wild: Taking an Artist’s Approach
out of the Studio.
.- Social Robots Against Bullying- Effects of Embodiment and Interactivity
on Social Story Experience and Efficiency.
.- Designing for environmental citizenship: Insights from
combining immersive VR and dialogue-based activities.
.- Design, Reflect, Create: Game Poem Practices with Generative AI Tools.
.- The Curious Case of Alan: Provocative Dialogue and Puzzle Play
for Reflecting on GenAI in Informal Learning.
.- A Culturally Sensitive Interactive Digital Narrative to Promote
Bodily Awareness Among Afghan Women.
.- LLM-Powered NPCs.
.- Interactive Narratives for Resilience: Designing a VR-Based
Transmedia Learning Intervention for Earthquake Preparedness in Indonesian
Schools.
.- ”It’s often feeling nothing...”’: Evaluating LLMs for Mental
Health Literacy interventions with College Students.
.- From Testimony to Immersion: The Design and Production of
Realidad Helicoide.
.- Designing for Ideological Flexibility: Tracking Perspective Shifts in
an Educational IDN.
.- Post game character prequels in educational Tabletop RPGs:
Enhancingcharacter identification with Interactive Digital Narratives.
.- Engagement or Distraction? Examining the Impact of Narrative Elements
and Player Audience on Experience of Logic Grid Puzzles.
.- Video Feedback as a Model for Emergent Narrative.
.- Complementing historical interpretation narratives with conceptual maps.
.- Creative Practice as Research: Reenacting Trauma and Haptic
Visuality Approach in Cinematic Virtual Reality Documentary– The Road
to Yesterday.
.- When Worlds Wink Back: Reflexive World-Building and the Epistemology of
Player Conspiracy in Honkai: Star Rail.
.- From Simulation to Collaboration: Lessons from Designing an Interactive
Narrative about a Character living with Aphasia.
.- Evaluating Retellings as a Design Goal for a Fighting Game.
.- Searching Playtrace Data to Identify and Evaluate Dramatic Arcs in Game
Systems.
.- Human–AI Co-Creativity in Storytelling: A Scoping Review of Literature,
Education, Media, and Interactive Systems.
.- Sounds safe?– an initial investigation into the potential of sound
within the cozy games genre.
.- Building English Writing Confidence in Adult Learners: A Pilot Study on
a Telegram-Based Text Detective Game.
.- Fides Machina: Exploring Fluid Agencies in a Narrative Game of Trust.
Gameful Experience and Empathy.
.- A Shared Field of Perception: Voice Over and Focalisation in
Extended Reality (XR).
.- Meet Daiyu in The Era of GenAI: Using LLMs to Remediate Classics into
Interactive Digital Narratives.
.- Mixed Initiative Comic Making in the Wild: Taking an Artist’s Approach
out of the Studio.
.- Social Robots Against Bullying- Effects of Embodiment and Interactivity
on Social Story Experience and Efficiency.
.- Designing for environmental citizenship: Insights from
combining immersive VR and dialogue-based activities.
.- Design, Reflect, Create: Game Poem Practices with Generative AI Tools.
.- The Curious Case of Alan: Provocative Dialogue and Puzzle Play
for Reflecting on GenAI in Informal Learning.
.- A Culturally Sensitive Interactive Digital Narrative to Promote
Bodily Awareness Among Afghan Women.
.- LLM-Powered NPCs.
.- Interactive Narratives for Resilience: Designing a VR-Based
Transmedia Learning Intervention for Earthquake Preparedness in Indonesian
Schools.
.- ”It’s often feeling nothing...”’: Evaluating LLMs for Mental
Health Literacy interventions with College Students.
.- From Testimony to Immersion: The Design and Production of
Realidad Helicoide.
.- Designing for Ideological Flexibility: Tracking Perspective Shifts in
an Educational IDN.
.- Post game character prequels in educational Tabletop RPGs:
Enhancingcharacter identification with Interactive Digital Narratives.
.- Engagement or Distraction? Examining the Impact of Narrative Elements
and Player Audience on Experience of Logic Grid Puzzles.
.- Video Feedback as a Model for Emergent Narrative.
.- Complementing historical interpretation narratives with conceptual maps.
.- Creative Practice as Research: Reenacting Trauma and Haptic
Visuality Approach in Cinematic Virtual Reality Documentary– The Road
to Yesterday.
.- When Worlds Wink Back: Reflexive World-Building and the Epistemology of
Player Conspiracy in Honkai: Star Rail.
.- From Simulation to Collaboration: Lessons from Designing an Interactive
Narrative about a Character living with Aphasia.
.- Evaluating Retellings as a Design Goal for a Fighting Game.
.- Searching Playtrace Data to Identify and Evaluate Dramatic Arcs in Game
Systems.
.- Human–AI Co-Creativity in Storytelling: A Scoping Review of Literature,
Education, Media, and Interactive Systems.
.- Sounds safe?– an initial investigation into the potential of sound
within the cozy games genre.
.- Building English Writing Confidence in Adult Learners: A Pilot Study on
a Telegram-Based Text Detective Game.
.- Fides Machina: Exploring Fluid Agencies in a Narrative Game of Trust.
.- Exploring the Influence of Narrative in VR Games: Players
Gameful Experience and Empathy.
.- A Shared Field of Perception: Voice Over and Focalisation in
Extended Reality (XR).
.- Meet Daiyu in The Era of GenAI: Using LLMs to Remediate Classics into
Interactive Digital Narratives.
.- Mixed Initiative Comic Making in the Wild: Taking an Artist’s Approach
out of the Studio.
.- Social Robots Against Bullying- Effects of Embodiment and Interactivity
on Social Story Experience and Efficiency.
.- Designing for environmental citizenship: Insights from
combining immersive VR and dialogue-based activities.
.- Design, Reflect, Create: Game Poem Practices with Generative AI Tools.
.- The Curious Case of Alan: Provocative Dialogue and Puzzle Play
for Reflecting on GenAI in Informal Learning.
.- A Culturally Sensitive Interactive Digital Narrative to Promote
Bodily Awareness Among Afghan Women.
.- LLM-Powered NPCs.
.- Interactive Narratives for Resilience: Designing a VR-Based
Transmedia Learning Intervention for Earthquake Preparedness in Indonesian
Schools.
.- ”It’s often feeling nothing...”’: Evaluating LLMs for Mental
Health Literacy interventions with College Students.
.- From Testimony to Immersion: The Design and Production of
Realidad Helicoide.
.- Designing for Ideological Flexibility: Tracking Perspective Shifts in
an Educational IDN.
.- Post game character prequels in educational Tabletop RPGs:
Enhancingcharacter identification with Interactive Digital Narratives.
.- Engagement or Distraction? Examining the Impact of Narrative Elements
and Player Audience on Experience of Logic Grid Puzzles.
.- Video Feedback as a Model for Emergent Narrative.
.- Complementing historical interpretation narratives with conceptual maps.
.- Creative Practice as Research: Reenacting Trauma and Haptic
Visuality Approach in Cinematic Virtual Reality Documentary– The Road
to Yesterday.
.- When Worlds Wink Back: Reflexive World-Building and the Epistemology of
Player Conspiracy in Honkai: Star Rail.
.- From Simulation to Collaboration: Lessons from Designing an Interactive
Narrative about a Character living with Aphasia.
.- Evaluating Retellings as a Design Goal for a Fighting Game.
.- Searching Playtrace Data to Identify and Evaluate Dramatic Arcs in Game
Systems.
.- Human–AI Co-Creativity in Storytelling: A Scoping Review of Literature,
Education, Media, and Interactive Systems.
.- Sounds safe?– an initial investigation into the potential of sound
within the cozy games genre.
.- Building English Writing Confidence in Adult Learners: A Pilot Study on
a Telegram-Based Text Detective Game.
.- Fides Machina: Exploring Fluid Agencies in a Narrative Game of Trust.
Gameful Experience and Empathy.
.- A Shared Field of Perception: Voice Over and Focalisation in
Extended Reality (XR).
.- Meet Daiyu in The Era of GenAI: Using LLMs to Remediate Classics into
Interactive Digital Narratives.
.- Mixed Initiative Comic Making in the Wild: Taking an Artist’s Approach
out of the Studio.
.- Social Robots Against Bullying- Effects of Embodiment and Interactivity
on Social Story Experience and Efficiency.
.- Designing for environmental citizenship: Insights from
combining immersive VR and dialogue-based activities.
.- Design, Reflect, Create: Game Poem Practices with Generative AI Tools.
.- The Curious Case of Alan: Provocative Dialogue and Puzzle Play
for Reflecting on GenAI in Informal Learning.
.- A Culturally Sensitive Interactive Digital Narrative to Promote
Bodily Awareness Among Afghan Women.
.- LLM-Powered NPCs.
.- Interactive Narratives for Resilience: Designing a VR-Based
Transmedia Learning Intervention for Earthquake Preparedness in Indonesian
Schools.
.- ”It’s often feeling nothing...”’: Evaluating LLMs for Mental
Health Literacy interventions with College Students.
.- From Testimony to Immersion: The Design and Production of
Realidad Helicoide.
.- Designing for Ideological Flexibility: Tracking Perspective Shifts in
an Educational IDN.
.- Post game character prequels in educational Tabletop RPGs:
Enhancingcharacter identification with Interactive Digital Narratives.
.- Engagement or Distraction? Examining the Impact of Narrative Elements
and Player Audience on Experience of Logic Grid Puzzles.
.- Video Feedback as a Model for Emergent Narrative.
.- Complementing historical interpretation narratives with conceptual maps.
.- Creative Practice as Research: Reenacting Trauma and Haptic
Visuality Approach in Cinematic Virtual Reality Documentary– The Road
to Yesterday.
.- When Worlds Wink Back: Reflexive World-Building and the Epistemology of
Player Conspiracy in Honkai: Star Rail.
.- From Simulation to Collaboration: Lessons from Designing an Interactive
Narrative about a Character living with Aphasia.
.- Evaluating Retellings as a Design Goal for a Fighting Game.
.- Searching Playtrace Data to Identify and Evaluate Dramatic Arcs in Game
Systems.
.- Human–AI Co-Creativity in Storytelling: A Scoping Review of Literature,
Education, Media, and Interactive Systems.
.- Sounds safe?– an initial investigation into the potential of sound
within the cozy games genre.
.- Building English Writing Confidence in Adult Learners: A Pilot Study on
a Telegram-Based Text Detective Game.
.- Fides Machina: Exploring Fluid Agencies in a Narrative Game of Trust.







