Interactive narratives: immersion, participation and transformation in the case of the new technology for games "kinetc"

Authors

  • Raul Inácio Busarello State University of Santa Catarina (UFSC), Brazil.
  • Patricia Bieging Universidade Federal de Santa Catarina (UFSC).
  • Vânia Ribas Ulbricht Professor at the Postgraduate programme in Knowledge and Engeneering Administration of the State University of Santa Catarina (UFSC), Brazil.

DOI:

https://doi.org/10.11606/issn.1982-677X.rum.2012.51294

Keywords:

Game, digital storytelling, interactivity.

Abstract

Technologic development brings new ways of interaction and participation in a digital environment, where games are an important feature. A digital narrative should allow users to experience aesthetic categories that may stimulate an immersion process. Aiming to relate these categories with current interaction practices from games, this case study evaluates how the kinect technology allows users to control contents through their bodies and voices.

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Author Biographies

  • Raul Inácio Busarello, State University of Santa Catarina (UFSC), Brazil.

    Master's candidate at the Postgraduate programme in Knowledge and Engeneering Administration of the State University of Santa Catarina (UFSC), Brazil. Bachelor in Social Communication from the same university. raulbusarello@hotmail.com.

  • Patricia Bieging, Universidade Federal de Santa Catarina (UFSC).

    Master's candidate in Education at the State University of Santa Catarina (UFSC), Brazil. Bachelor in Social Communication from the same university. patricia.big@hotmail.com.

  • Vânia Ribas Ulbricht, Professor at the Postgraduate programme in Knowledge and Engeneering Administration of the State University of Santa Catarina (UFSC), Brazil.
    Vânia é professora doutora do Curso de Pós-Graduação em Engenharia e Gestão do Conhecimento da Universidade Federal de Santa Catarina (UFSC). ulbricht@floripa.com.br

Published

2012-08-06

Issue

Section

Articles

How to Cite

Interactive narratives: immersion, participation and transformation in the case of the new technology for games "kinetc". RuMoRes, [S. l.], v. 6, n. 11, p. 145–161, 2012. DOI: 10.11606/issn.1982-677X.rum.2012.51294. Disponível em: https://www.periodicos.usp.br/Rumores/article/view/51294.. Acesso em: 15 may. 2024.