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Please use this identifier to cite or link to this item: http://dspace.ucuenca.edu.ec/handle/123456789/29056
Title: Interactive digital storytelling and HCI techniques applied for edutainment in interactive health projects: Analysis of two USC’s labyrinth projects
Authors: Mora Fernandez, Jorge Ignacio
metadata.dc.ucuenca.correspondencia: Mora Fernández, J.I.; SENESCYT, Group RandDandi SINAPSIS and Group R+D+C CICNETART, DIUC, School of Medicine and School of Philosophy, Letters and Education Sciences, University of CuencaEcuador
metadata.dc.ucuenca.nombrerevista: 4th International Conference on Design User Experience and Usability DUXU 2015 Held as Part of 17th International Conference on Human-Computer Interaction HCI International 2015
Keywords: Agency
Edutainment
Hci Analysis
Health
Hipermedia
Immersion
Interactive Digital Storytelling
Interactive Documentary
Interface
Narrative Closure
Narrative Intelligibility
Narrative Paradox
Transmedia
Issue Date: 2-Aug-2015
metadata.dc.ucuenca.embargoend: 1-Jan-2022
metadata.dc.ucuenca.volumen: 9186
metadata.dc.source: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
metadata.dc.identifier.doi: 10.1007/978-3-319-20886-2_58
Publisher: SPRINGER VERLAG
metadata.dc.description.city: 
Los Angeles CA
metadata.dc.type: Article
Abstract: 
. The interactive narratives for developing interactive & educational documentaries have served for developing interactive installations & products in galleries, exhibitions, museums, universities, webs & videogames. During the last years, these previous experiences of applying interactive narrative techniques in digital historical or educational products have served to developed interactive narratives applied to health education, treatment or recovery. Two of the projects developed by the USC’s Labyrinth Project, directed by Marsha Kinder, are examples of the application of experiences in other narrative genres to health edutainment. This paper analyzes the interactive narrative elements integrated on the interfaces of the projects: A Tale of Two MAO Genes & Interacting with Autism. This analysis develops a model that describes the interactive immersive narrative elements integrated on their interfaces. It serves to identify the interactive narrative elements that create immersion in edutainment health projects so they can be applied on new narratives about recovering from addiction.
URI: https://www.scopus.com/inward/record.uri?eid=2-s2.0-84947255200&doi=10.1007%2f978-3-319-20886-2_58&partnerID=40&md5=a8e61dc80318753dacc3426396b56427
http://dspace.ucuenca.edu.ec/handle/123456789/29056
ISBN: 9783319208855
ISSN: 3029743
Appears in Collections:Artículos

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