Abstract

In this article, we report on the emergent narrative concept aiming at the definition of a narrative theory adapted to the VR medium (whether a game or VR application). The inherent freedom of movement proper to VR - an indisputable element of immersion - collides with the Aristotelian vision of articulated plot events with respect to the given timeline associated with the story in display. This narrative paradox can only be observed in interactive VR applications and it doesn't seem possible to resolve it through the use of existing narrative theories. Interactivity is the novel element that storytellers must address. The authors discuss designing unscripted dramas with affectively driven intelligent autonomous characters based on the development of the FearNot! system for education against bullying

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