Ethics of Interactive Storytelling

dc.contributor.authorHyrynsalmi Sami
dc.contributor.authorKimppa Kai K.
dc.contributor.authorSmed Jouni
dc.contributor.organizationfi=ohjelmistotekniikka|en=Software Engineering|
dc.contributor.organizationfi=tietojärjestelmätiede|en=Information Systems Science|
dc.contributor.organization-code1.2.246.10.2458963.20.70128852004
dc.contributor.organization-code1.2.246.10.2458963.20.71310837563
dc.converis.publication-id68548305
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/68548305
dc.date.accessioned2022-10-28T14:28:50Z
dc.date.available2022-10-28T14:28:50Z
dc.description.abstract<p>When used in its best way, interactive storytelling has the power to create unique, adaptive and unforgettable stories for an interactor. However, the same mechanisms that are able to create elements of surprise and joy can be used to construct ethically questionable and even malevolent experiences. As the creators are often held responsible for their work and their consequences, whether these are intentionally done or not, ethical consideration should be taken into account as early as possible. This chapter seeks to line out possible threats and their ethical consequences in the design and implementation of interactive stories. To approach the ethical issues at hand, we divide interactive storytelling into four key elements—designer, platform, storyworld and interactor—and review separately the ethical considerations related to them.<br></p>
dc.format.pagerange143
dc.format.pagerange153
dc.identifier.eisbn978-3-030-81538-7
dc.identifier.isbn978-3-030-81537-0
dc.identifier.issn2364-947X
dc.identifier.olddbid188516
dc.identifier.oldhandle10024/171610
dc.identifier.urihttps://www.utupub.fi/handle/11111/52753
dc.identifier.urlhttps://doi.org/10.1007/978-3-030-81538-7_10
dc.identifier.urnURN:NBN:fi-fe2022021619563
dc.language.isoen
dc.okm.affiliatedauthorKimppa, Kai
dc.okm.affiliatedauthorSmed, Jouni
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA3 Book
dc.publisherSpringer
dc.publisher.countrySwitzerlanden_GB
dc.publisher.countrySveitsifi_FI
dc.publisher.country-codeCH
dc.publisher.isbn978-81-322;978-3-540;978-3-642;978-3-662;978-3-7908;978-3-8274;978-3-8347;978-90-481;978-94-007;978-94-009;978-94-010;978-94-011;978-94-015;978-94-017;978-94-024;978-0-387;978-0-8176;978-1-4419;978-1-4612;978-1-4613;978-1-4614;978-1-4615;978-1-4684;978-1-4757;978-1-4899;978-1-4939;978-1-5041;978-3-319;978-1-4020;978-0-85729;978-1-4471;978-1-84628;978-1-84800;978-1-84882;978-1-84996;978-1-85233;978-3-211;978-3-7091;978-4-431;978-3-322;978-3-409;978-3-531;978-3-658;978-3-663;978-3-8100;978-981-287;978-981-10;978-981-13;978-3-030;978-981-32;978-981-15;978-981-16;978-981-329;978-981-334;978-981-336;978-3-031;978-981-19;
dc.publisher.placeCham
dc.relation.doi10.1007/978-3-030-81538-7_10
dc.relation.ispartofseriesInternational Series on Computer Entertainment and Media Technology
dc.source.identifierhttps://www.utupub.fi/handle/10024/171610
dc.titleEthics of Interactive Storytelling
dc.title.bookGames and Narrative: Theory and Practice
dc.year.issued2022

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