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Eladhari, Mirjam PalosaariORCID iD iconorcid.org/0000-0002-1444-5997
Alternative names
Publications (10 of 32) Show all publications
Eladhari, M. P. & Koenitz, H. (2023). Mind Stories: A Story Making Game - From Narrative Therapy to Interactive Narrative Therapy. In: Lissa Holloway-Attaway & John Murray (Ed.), 16th International Conference on Interactive Digital Storytelling: . Paper presented at 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023. (pp. 155-167). Cham: Springer Nature, 14384
Open this publication in new window or tab >>Mind Stories: A Story Making Game - From Narrative Therapy to Interactive Narrative Therapy
2023 (English)In: 16th International Conference on Interactive Digital Storytelling / [ed] Lissa Holloway-Attaway & John Murray, Cham: Springer Nature, 2023, Vol. 14384, p. 155-167Conference paper, Published paper (Refereed)
Abstract [en]

Narrative has been central to psychoanalysis from its inception. What has been explored less is the relationship between psychotherapy and interactive narrative. In particular, narrative therapy is a wellestablished practice in psychotherapy which shares central concerns with interactive narrative research and practice. In this paper, we explore the foundational role of narrative in psychotherapy and consider its interactive aspect. Then, we identify the overlap between interactive narratives and narrative therapy, and identify interactive narrative works which use this potential for therapeutic purposes. We also describe a concrete implementation, the board game Mind Stories, and introduce the concept of interactive narrative therapy.

Place, publisher, year, edition, pages
Cham: Springer Nature, 2023
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 14383
Keywords
psychotherapy, narrative therapy, interactive narrative therapy, Mind Stories, story games, board games
National Category
Media and Communication Technology
Identifiers
urn:nbn:se:sh:diva-52754 (URN)10.1007/978-3-031-47658-7_14 (DOI)2-s2.0-85177450916 (Scopus ID)
Conference
16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023.
Available from: 2023-11-21 Created: 2023-11-21 Last updated: 2023-11-28Bibliographically approved
Koenitz, H. & Eladhari, M. P. (2023). When Has Theory Ever Failed Us?: Identifying Issues with the Application of Theory in Interactive Digital Narrative Analysis and Design. In: Lissa Holloway-Attaway; John Murray (Ed.), 16th International Conference on Interactive Digital Storytelling: . Paper presented at 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023. (pp. 21-37). Cham: Springer Nature, 14383
Open this publication in new window or tab >>When Has Theory Ever Failed Us?: Identifying Issues with the Application of Theory in Interactive Digital Narrative Analysis and Design
2023 (English)In: 16th International Conference on Interactive Digital Storytelling / [ed] Lissa Holloway-Attaway; John Murray, Cham: Springer Nature, 2023, Vol. 14383, p. 21-37Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we discuss how theories can fail us in analysis and design of interactive digital narrative (IDN) works. We demonstrate a range of theoretical failures using the milestone IDN work Façade. To this end, we demonstrate the effect of different theoretical lenses, treating Façade as an interactive drama, as a game, as a work of hypertext fiction, and as general IDN work. We identify different types of theory failures with regards to analysis, creation and audience reception: miscatogorization, blind transfer, bogus theory, semantic creep, analytical blur, out of date, lack of problematization, fallacy of universality, analysis-productive mistakes, inappropriate conventions, out of context, over-pragmatization, and setting the wrong expectations for audiences. Finally we propose a way to prevent theoretical failures and call for more work in this respective area.

Place, publisher, year, edition, pages
Cham: Springer Nature, 2023
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 14383
Keywords
interactive digital narrative theory, interactive digital narrative design, interactive digital narrative authoring, interactive storytelling theory and design, theoretical failures, application areas of theory
National Category
Media and Communication Technology
Identifiers
urn:nbn:se:sh:diva-52751 (URN)10.1007/978-3-031-47655-6_2 (DOI)2-s2.0-85177435666 (Scopus ID)
Conference
16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023.
Available from: 2023-11-21 Created: 2023-11-21 Last updated: 2023-11-28Bibliographically approved
Koenitz, H. & Eladhari, M. P. (2022). Approaches Towards Novel Phenomena: a Reflection on Issues in IDN Research, Teaching and Practice. In: Mirjam Vosmeer; Lissa Holloway-Attaway (Ed.), Interactive Storytelling: 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, Santa Cruz, CA, USA, December 4–7, 2022, Proceedings. Paper presented at 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, Santa Cruz, CA, USA, December 4–7, 2022. (pp. 441-454). Cham: Springer
Open this publication in new window or tab >>Approaches Towards Novel Phenomena: a Reflection on Issues in IDN Research, Teaching and Practice
2022 (English)In: Interactive Storytelling: 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, Santa Cruz, CA, USA, December 4–7, 2022, Proceedings / [ed] Mirjam Vosmeer; Lissa Holloway-Attaway, Cham: Springer, 2022, p. 441-454Conference paper, Published paper (Refereed)
Abstract [en]

What happens when scholars approach novel phenomena such as Interactive Digital Narrative (IDN)? How can we be certain that theoretical frameworks, analytical approaches, and vocabulary are adequate,which means that they are able to fully describe the specific characteristics of the novel phenomena? The same goes for approaches in the practice - how can we be sure that the chosen design methods enable the use of the full expressive potential of a novel phenomena? Furthermore, we ask how we can critique and improve categories and approaches? We reflect on how theory and analytical approaches have been produced so far, identify issues with the current practice, consider alternatives and propose a number of measures to improve the situation. Amongst them are increased efforts on the meta-level in terms of theoretical development and reflective works which concern themselves with the further development of the field, iterative approaches towards theory and method, a more critical approach in education, multi-method analysis, and dynamic representations.

Place, publisher, year, edition, pages
Cham: Springer, 2022
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 13762
Keywords
Analytical approaches, Analytical blur, IDN Design, IDN studies, Multi method analysis, Novel phenomena, Semantic creep, Design, Iterative methods, Analytical approach, Interactive digital narrative design, Interactive digital narrative study, Interactive digital narratives, Method analysis, Multi method analyse, Multi methods, Narrative designs, Novel phenomenon, Semantics
National Category
Media and Communication Technology
Identifiers
urn:nbn:se:sh:diva-50579 (URN)10.1007/978-3-031-22298-6_28 (DOI)2-s2.0-85144313876 (Scopus ID)978-3-031-22297-9 (ISBN)978-3-031-22298-6 (ISBN)
Conference
15th International Conference on Interactive Digital Storytelling, ICIDS 2022, Santa Cruz, CA, USA, December 4–7, 2022.
Available from: 2023-01-10 Created: 2023-01-10 Last updated: 2023-01-10Bibliographically approved
Koenitz, H., Barbara, J. & Eladhari, M. P. (2021). Interactive Digital Narratives (IDN) as Representations of Complexity: Lineage, Opportunities and Future Work. In: Alex Mitchell; Mirjam Vosmeer (Ed.), Interactive Storytelling: 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021, Proceedings. Paper presented at 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021. (pp. 488-498). Cham: Springer
Open this publication in new window or tab >>Interactive Digital Narratives (IDN) as Representations of Complexity: Lineage, Opportunities and Future Work
2021 (English)In: Interactive Storytelling: 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021, Proceedings / [ed] Alex Mitchell; Mirjam Vosmeer, Cham: Springer, 2021, p. 488-498Conference paper, Published paper (Refereed)
Abstract [en]

In this overview paper, we consider interactive digital narratives (IDN) as a means to represent and enable understanding of complex topics both at the public level (e.g. global warming, the COVID-19 pandemic, migration, or e-mobility) and at the personal level (trauma and other mental health issues, interpersonal relationships). We discuss scholarly approaches to complexity, limitations of traditional media to represent complex issues, and describe the potential of IDN in this regard and what aspects need further work in research and beyond, which serve as the starting point for the EU COST action INDCOR.

Place, publisher, year, edition, pages
Cham: Springer, 2021
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 13138
Keywords
Business models, Education, Evaluation, IDN design, Interactive Digital Narratives (IDN), Journalism, Representation of complexity, SPP model, E-learning, Human computer interaction, Interactive digital narrative, Interactive digital narrative design, Interactive digital narratives, Narrative designs, Global warming
National Category
Information Systems
Identifiers
urn:nbn:se:sh:diva-47994 (URN)10.1007/978-3-030-92300-6_49 (DOI)2-s2.0-85121902032 (Scopus ID)978-3-030-92299-3 (ISBN)978-3-030-92300-6 (ISBN)
Conference
14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021.
Available from: 2022-01-10 Created: 2022-01-10 Last updated: 2023-01-09Bibliographically approved
Guzdial, M., Acharya, D., Kreminski, M., Cook, M., Eladhari, M. P., Liapis, A. & Sullivan, A. (2020). Tabletop Roleplaying Games as Procedural Content Generators. In: Yannakakis G.N.,Liapis A.,Penny K.,Volz V.,Khosmood F.,Lopes P. (Ed.), FDG '20: International Conference on the Foundations of Digital Games: . Paper presented at 15th International Conference on the Foundations of Digital Games, FDG 2020; Bugibba; Malta, September 15-18, 2020. New York: Association for Computing Machinery (ACM), Article ID 103.
Open this publication in new window or tab >>Tabletop Roleplaying Games as Procedural Content Generators
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2020 (English)In: FDG '20: International Conference on the Foundations of Digital Games / [ed] Yannakakis G.N.,Liapis A.,Penny K.,Volz V.,Khosmood F.,Lopes P., New York: Association for Computing Machinery (ACM), 2020, article id 103Conference paper, Published paper (Refereed)
Abstract [en]

Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research-including possibility spaces, expressive range analysis, and generative pipelines-to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2020
Series
ACM International Conference Proceeding Series
Keywords
games, generative methods, procedural content generation, roleplaying games, storytelling, Computer applications, Computer programming, Case-studies, Generator design, Range analysis, Role-playing game, Computer games
National Category
Media and Communication Technology
Identifiers
urn:nbn:se:sh:diva-42114 (URN)10.1145/3402942.3409605 (DOI)2-s2.0-85092321878 (Scopus ID)9781450388078 (ISBN)
Conference
15th International Conference on the Foundations of Digital Games, FDG 2020; Bugibba; Malta, September 15-18, 2020
Available from: 2020-10-21 Created: 2020-10-21 Last updated: 2020-10-21Bibliographically approved
Koenitz, H. & Eladhari, M. P. (2019). Challenges of IDN Research and Teaching. In: Cardona-Rivera R., Sullivan A., Young R. (Ed.), Interactive Storytelling: 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019, Proceedings. Paper presented at International Conference on Interactive Digital Storytelling ICIDS 2019, Little Cottonwood Canyon, November 19-22, 2019. (pp. 26-39). Cham: Springer
Open this publication in new window or tab >>Challenges of IDN Research and Teaching
2019 (English)In: Interactive Storytelling: 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019, Proceedings / [ed] Cardona-Rivera R., Sullivan A., Young R., Cham: Springer, 2019, p. 26-39Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we react to developments that frame research in interactive digital narrative (IDN) as a field of study and potential future academic discipline. We take stock of the current situation, identify issues with perception and point out achievements. On that basis we identify five critical challenges, areas in need of attention in order to move the research field forward. In particular we discuss the dependency on legacy analytical frameworks (Groundhog Day), the lack of a shared vocabulary (Babylonian Confusion), the missing institutional memory of the field (Amnesia), the absence of established benchmarks (No Yardstick) and the overproduction of uncoordinated and quickly abandoned tools (Sisyphus). For each challenge area, we propose ways to address these challenges and enable increased collaboration in the field. Our paper has the aim to both provide orientation for newcomers to the field of IDN and to offer a basis for a discussion of future shared work.

Place, publisher, year, edition, pages
Cham: Springer, 2019
Series
Lecture Notes in Computer Science, ISSN 0302-9743 ; 11869
National Category
Interaction Technologies
Identifiers
urn:nbn:se:sh:diva-39869 (URN)10.1007/978-3-030-33894-7_4 (DOI)2-s2.0-85077710200 (Scopus ID)978-3-030-33893-0 (ISBN)978-3-030-33894-7 (ISBN)
Conference
International Conference on Interactive Digital Storytelling ICIDS 2019, Little Cottonwood Canyon, November 19-22, 2019.
Available from: 2020-01-14 Created: 2020-01-14 Last updated: 2023-01-09Bibliographically approved
Lankoski, P. & Eladhari, M. P. (2019). Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme. In: Paper presented at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019): . Paper presented at DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019).
Open this publication in new window or tab >>Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme
2019 (English)In: Paper presented at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019), 2019Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents a case study of a Bachelor level game research methods course (15 ECTS). The course covers observations, interviews, and introduction to statistical analysis. The course set-up follows \textit{constructive alignment} design where the aim is that the learning goals, learning tasks, and evaluation are aligned. During the course, students first learn research design and later design their research based on a set of examples and conduct data gathering and analysis. The evaluation of the pedagogical approach used is based on students' learning diaries where the focus is the methods and applying methods. Qualitative evaluation indicates that students can better describe their research designs and analyses.

Keywords
pedagogy, constructive alignment, research methods, game design research
National Category
Media and Communication Technology
Research subject
Studies in the Educational Sciences
Identifiers
urn:nbn:se:sh:diva-39062 (URN)
Conference
DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019)
Available from: 2019-09-26 Created: 2019-09-26 Last updated: 2020-06-25Bibliographically approved
Koenitz, H. & Eladhari, M. P. (2019). Ludocriticism: Steps Towards a Critical Framework for Games. In: DiGRA '19 - Abstract Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Paper presented at 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, Kyoto, August 6-10, 2019..
Open this publication in new window or tab >>Ludocriticism: Steps Towards a Critical Framework for Games
2019 (English)In: DiGRA '19 - Abstract Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, 2019Conference paper, Oral presentation with published abstract (Refereed)
Keywords
Frameworks, Game critique, ludocriticism
National Category
Design
Identifiers
urn:nbn:se:sh:diva-39870 (URN)
Conference
2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, Kyoto, August 6-10, 2019.
Available from: 2020-01-14 Created: 2020-01-14 Last updated: 2023-01-09Bibliographically approved
Koenitz, H. & Eladhari, M. P. (2019). Teaching Game System Building as an Artistic Practice. In: Teaching Games: Pedagogical Approaches: DiGRA 2019 Pre-Conference Workshop. Paper presented at DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019), Kyoto, August 6, 2019..
Open this publication in new window or tab >>Teaching Game System Building as an Artistic Practice
2019 (English)In: Teaching Games: Pedagogical Approaches: DiGRA 2019 Pre-Conference Workshop, 2019Conference paper, Published paper (Refereed)
Abstract [en]

In this vision paper, we posit ‘game system building’ as a paradigm for game design. Inspired by earlier perspectives on cybernetic art and generative art we consider the creation of dynamic game systems as an artistic practice where the consideration of complex and often unpredictable behavior and effects are as foundational as the individual elements (rules, graphics, characters, UI etc.). The perspective of ‘game system building’ has important implications for the education of designers and games scholars. In this paper, we introduce the paradigm and its lineage and propose an educational approach that reflects ‘game system building’.

Keywords
game systems, artistic practice, pedagogy, education
National Category
Interaction Technologies
Identifiers
urn:nbn:se:sh:diva-39872 (URN)
Conference
DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019), Kyoto, August 6, 2019.
Available from: 2020-01-14 Created: 2020-01-14 Last updated: 2023-01-09Bibliographically approved
Eladhari, M. P. (2019). TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design. In: Teaching Games: Pedagogical Approaches: DiGRA 2019 Pre-Conference Workshop. Paper presented at DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019), Kyoto, August 6, 2019..
Open this publication in new window or tab >>TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design
2019 (English)In: Teaching Games: Pedagogical Approaches: DiGRA 2019 Pre-Conference Workshop, 2019Conference paper, Published paper (Refereed)
Abstract [en]

This paper describes the design approach TOG (standing for Technology, Ontology, and Game Genre), and how it can be used in teaching game design and technologies enabling computational expression. TOG, inspired by the processes of AI Based Game Design, was conceptualized when teaching a course on computational expression at the University of Malta. The main aim with teaching with the approach was to facilitate innovation and to prompt students to expand their palette of methods for computational expression as game designers

Keywords
pedagogy, game design, teaching, AI-based Game design, case study, computational expression
National Category
Interaction Technologies
Identifiers
urn:nbn:se:sh:diva-39871 (URN)
Conference
DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019), Kyoto, August 6, 2019.
Available from: 2020-01-14 Created: 2020-01-14 Last updated: 2020-01-15Bibliographically approved
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ORCID iD: ORCID iD iconorcid.org/0000-0002-1444-5997

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