Accesso libero

Empirical insights into traditional and AI-enhanced interactive narratives based on children’s fables

INFORMAZIONI SU QUESTO ARTICOLO

Cita

Arosquipa Lopez, J. Y., Nuñoncca Huaycho, R. N., Yallercco Santos, F. I., Talavera-Mendoza, F., & Rucano Paucar, F. H. (2023). The impact of serious games on learning in primary education: A systematic literature review. International Journal of Learning, Teaching and Educational Research, 22(3), 379-395. https://doi.org/10.26803/ijlter.22.3.23 Search in Google Scholar

Budyńska, B., & Jezierska, M. (2018). Stan bibliotek w Polsce objętych badaniem Głównego Urzędu Statystycznego – 2018 r. [The state of libraries in Poland covered by the study of the Central Statistical Office – 2018]. Instytut Książki i Czytelnictwa. https://www.bn.org.pl/download/document/1571226672.pdf Search in Google Scholar

Cavazza, M., & Young, R. M. (2017). Introduction to interactive storytelling. In R. Nakatsu, M. Rauterberg, P. Ciancarini (Eds.), Handbook of digital games and entertainment technologies (pp. 377-392). Springer Science+Business Media Singapore. https://doi.org/10.1007/978-981-4560-50-4_55 Search in Google Scholar

Chubb, J., Missaoui, S., Concannon, S., Maloney, L., & Walker, J. A. (2022). Interactive storytelling for children: A case-study of design and development considerations for ethical conversational AI. International Journal of Child-Computer Interaction, 32, 100403. https://doi.org/10.1016/j.ijcci.2021.100403 Search in Google Scholar

Draper, J., Kaber, D., & Usher, J. (1998). Telepresence. Human Factors: The Journal of Human Factors and Ergonomics Society, 40(3), 354-375. https://doi.org/10.1518/001872098779591386 Search in Google Scholar

Ghajargar, M., Bardzell, J., & Lagerkvist, L. (2022). A redhead walks into a bar: Experiences of writing fiction with artificial intelligence. Academic Mindtrek 2022 – Proceedings of the 25th International Academic Mindtrek Conference (ACM International Conference Proceeding Series; pp. 230-241). Association for Computing Machinery. https://doi.org/10.1145/3569219.3569418 Search in Google Scholar

Gkinko, L., & Elbanna, A. (2023). The appropriation of conversational AI in the workplace: A taxonomy of AI chatbot users. International Journal of Information Management, 69, 102568. https://doi.org/10.1016/j.ijinfomgt.2022.102568 Search in Google Scholar

Guan, X., Sun, C., Hwang, G.-j., Xue, K., & Wang, Z. (2022). Applying game-based learning in primary education: A systematic review of journal publications from 2010 to 2020. Interactive Learning Environments. https://doi.org/10.1080/10494820.2022.2091611 Search in Google Scholar

Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary education. Computers & Education, 102, 202-223. https://doi.org/10.1016/j.compedu.2016.09.001 Search in Google Scholar

Huynh, E., Nyhout, A., Ganea, P., & Chevalier, F. (2021). Designing narrative-focused role-playing games for visualization literacy in young children. IEEE Transactions on Visualization and Computer Graphics, 27(2), 924-934. https://doi.org/10.1109/TVCG.2020.3030464 Search in Google Scholar

Kacperczyk, A. (2014). Autoetnografia – technika, metoda, nowy paradygmat? O metodologicznym statusie autoetnografii [Autoethnography – technique, method, or new paradigm? On methodological status of autoethnography]. Przegląd Socjologii Jakościowej, 10(3), 32-74, https://doi.org/10.18778/1733-8069.10.3.03 Search in Google Scholar

Kwong, O. Y. (2011). Annotating the structure and semantics of fables. In Proceedings of the 25th Pacific Asia Conference on Language, Information and Computation (pp. 275-282). Institute of Digital Enhancement of Cognitive Processing, Waseda University. https://aclanthology.org/Y11-1029.pdf Search in Google Scholar

Lusch, R., & Vargo, S. (2006). The service-dominant logic of marketing: Dialog, debate, and directions. Routledge. Search in Google Scholar

Materska-Samek, M., Kata, G., Zabrocka, M., & Kotlińska, M. (2022). Metody badania filmów dla dzieci [Methods of researching children’s films]. Wydawnictwo Attyka. Search in Google Scholar

Mori, Y., Yamane, H., Shimizu, R., Mukuta, Y., & Harada, T. (2023). COMPASS: A creative support system that alerts novelists to the unnoticed missing contents. Computer Speech & Language, 80, 101484. https://doi.org/10.1016/j.csl.2023.101484 Search in Google Scholar

Nand, K., Baghaei, N., Casey, J., Barmada, B., Mehdipour, F., & Liang, H.-N. (2019). Engaging children with educational content via gamification. Smart Learning Environments, 6(6). https://doi.org/10.1186/s40561-019-0085-2 Search in Google Scholar

Oksanen, A., Cvetkovic, A., Akin, N., Latikka, R., Bergdahl, J., Chen, Y., & Savela, N. (2023). Artificial intelligence in fine arts: A systematic review of empirical research. Computers in Human Behavior: Artificial Humans, 1(1), 1-11. https://doi.org/10.1016/j.chbah.2023.100004 Search in Google Scholar

Pelletier, J., & Beatty, R. (2015). Children’s understanding of Aesop’s fables: Relations to reading comprehension and theory of mind. Frontiers in Psychology, 6, 1448. https://doi.org/10.3389/fpsyg.2015.01448 Search in Google Scholar

Pierosara, S. (2022). Narrative autonomy and artificial storytelling. AI & SOCIETY. https://doi.org/10.1007/s00146-022-01595-9 Search in Google Scholar

Pine, B. J., II, & Gilmore, J. H. (1999). The experience economy: Work is theatre & every business a stage. Harvard Business School Press. Search in Google Scholar

Pizzo, A., Lombardo, V., & Damiano, R. (2023). Interactive storytelling: A cross-media approach to writing, producing and editing with AI (1st ed.). Routledge. https://doi.org/10.4324/9781003335627 Search in Google Scholar

Riedl, M., Thue, D., & Bulitko, V. (2011). Game AI as storytelling. In P. A. González-Cale & M. A. Gómez-Martín (Eds.), Artificial intelligence for computer games (pp. 125-150). Springer. https://link.springer.com/chapter/10.1007/978-1-4419-8188-2_6 Search in Google Scholar

Ruokamo, H., Kangas, M., Vuojärvi, H., Sun, L., & Qvist, P. (2023). AI-supported simulation-based learning: Learners’ emotional experiences and self-regulation in challenging situations. In H. Niemi, R. D. Pea, & Y. Lu (Eds.), AI in learning: Designing the future (pp. 175-192). Springer. https://doi.org/10.1007/978-3-031-09687-7_11 Search in Google Scholar

Schmager, S., Pappas, I., & Vassilakopoulou, P. (2023). Defining Human-Centered AI: A comprehensive review of HCAI literature. In Proceedings of the 15th Mediterranean Conference on Information Systems (MCIS) and the 6th Middle East & North Africa Conference on Digital Information Systems (MENACIS), Madrid. https://www.researchgate.net/publication/373019807_Defining_Human-Centered_AI_A_Comprehensive_Review_of_HCAI_Literature Search in Google Scholar

Shneiderman, B. (2020). Human-centered artificial intelligence: Reliable, safe & trustworthy. International Journal of Human–Computer Interaction, 36(6), 495-504. https://doi.org/10.1080/10447318.2020.1741118 Search in Google Scholar

Steuer, J. (1992), Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x Search in Google Scholar

Świerczyńska-Kaczor, U. (2021). Znaczenie metafory podróży konsumenta w zrozumieniu doświadczeń odbiorcy internetowego przekazu promującego poezję [The significance of the consumer journey metaphor in understanding the experiences of an audience receiving online promotional content for poetry]. In E. Ziemba & A. Karmańska (Eds.), Transformacja cyfrowa organizacji i społe-czeństw [Digital transformation of organizations and societies] (pp. 303-325). Wydawnictwo Uniwersytetu Ekonomicznego w Katowicach. Search in Google Scholar

Świerczyńska-Kaczor, U., Kotlińska, M., & Banachowska, E. (2022). Interrelations between player experience and reader experience. Case study of poem-based game poodle and hound. In W. Steingartner, Š. Korečko, & A. Szakál (Eds.), 2022 IEEE 16th International Scientific Conference on Informatics (Informatics) (pp. 311-317). IEEE. https://doi.org/10.1109/Informatics57926.2022.10083465 Search in Google Scholar

Stahl, B. C., Antoniou, J., Bhalla, N., Brooks, L., Jansen, P., Lindqvist, B., Kirichenko, A., Marchal, S., Rodrigues, R., Santiago, N., Warso, Z., & Wright, D. (2023). A systematic review of artificial intelligence impact assessments. Artificial Intelligence Review, 56, 2799-12831. https://doi.org/10.1007/s10462-02310420-8 Search in Google Scholar

Vargo, S. L., & Lusch, R. F. (2004). Evolving to a new dominant logic for marketing. Journal of Marketing, 68(1), 1-17. https://www.jstor.org/stable/30161971 Search in Google Scholar

Webedia Gaming Network/Polish Gamers Observatory/Purr Media (2022). Polish Gamers Kids 2022 (Report). https://polishgamers.com/pgr/polish-gamers-research/polish-gamers-kids/ Search in Google Scholar

Wong, Y., Fan, S., Guo, Y., Xu, Z., Stephen, K., Sheoran, R., Bhamidipati, A., Barsopia, V., Liu, J., & Kankanhalli, M. (2022). Compute to tell the tale: Goal-driven narrative generation. Proceedings of the 30th ACM International Conference on Multimedia (MM’22), 10-14 October 2022, Lisboa, Portugal. https://doi.org/10.1145/3503161.3549202 Search in Google Scholar

Zipes, J. (2012). The cultural evolution of storytelling and fairy tales: Human communication and memetics. In The irresistible fairy tale: The cultural and social history of a genre. Princeton Scholarship Online. https://doi.org/10.23943/princeton/9780691153384.003.0001 Search in Google Scholar