Serious storytelling – a first definition and review

被引:0
作者
Artur Lugmayr
Erkki Sutinen
Jarkko Suhonen
Carolina Islas Sedano
Helmut Hlavacs
Calkin Suero Montero
机构
[1] Curtin University of Technology,
[2] University of Turku,undefined
[3] University of Eastern Finland,undefined
[4] University of Vienna,undefined
来源
Multimedia Tools and Applications | 2017年 / 76卷
关键词
Serious games; Serious storytelling; Digital narratives; E-learning; Persuasive messages; Digital interactive media; Ubiquitous computation; E-health; Forensics; Human-computer interaction; User-experience; Storytelling, digital storytelling; Virtual reality; Design science; Education; E-leadership; Ubiqutious media; Ambient media; Smart media; Journalism;
D O I
暂无
中图分类号
学科分类号
摘要
In human culture, storytelling is a long-established tradition. The reasons people tell stories are manifold: to entertain, to transfer knowledge between generations, to maintain cultural heritage, or to warn others of dangers. With the emergence of the digitisation of media, many new possibilities to tell stories in serious and non-entertainment contexts emerged. A very simple example is the idea of serious gaming, as in, digital games without the primary purpose of entertainment. In this paper, we introduce the term serious storytelling as a new potential media genre – defining serious storytelling as storytelling with a purpose beyond entertainment. We also put forward a review of existing potential application areas, and develop a framework for serious storytelling. We foresee several application areas for this fundamental concept, including wellbeing and health, medicine, psychology, education, ethical problem solving, e-leadership and management, qualitative journalism, serious digital games, simulations and virtual training, user experience studies, and online communication.
引用
收藏
页码:15707 / 15733
页数:26
相关论文
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