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Narrative Interplay in the Digital Era

Generative AI, Alternate Reality Games, and the Future of Interactive Pedagogy

How AI, games, and interactive fiction are transforming storytelling, learning, and play.

In Narrative Interplay in the Digital Era, leading scholars and artists explore how digital narratives, alternate reality games, and AI-driven storytelling reshape how we create, experience, and teach interactive fiction. This collection moves beyond traditional analysis and examines the social and artistic dimensions of interactivity, highlighting how narratives unfold dynamically through player engagement and machine collaboration.

Organized into three sections—alternate realities, digital interactive fiction, and the politics of gaming—this book reveals the evolving role of play and interactivity in contemporary education, creative expression, and online culture. Contributors offer insights from inside the creative process, centering the perspectives of game designers and artists to shed light on how interactive stories emerge at the intersection of technology and human imagination.

A practical resource for researchers in game studies, electronic literature, and digital storytelling, this collection also speaks to educators and creators eager to explore how AI and interactivity are redefining the future of narrative.
 

250 pages | 6.69 x 9.61 | © 2025

Digital Studies

Media Studies


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Table of Contents

Patrick Jagoda “Foreword”

Acknowledgements

Andrew Klobucar, “Introduction: Openings, Circuits Flowing.” 

Section I Alternate Realities: Play and Interactivity

Chapter 1: Andrew Klobucar, “A Digital Walk-through Thomas Hirschhorn’s Monuments Series and Alternate Reality Games.” 

Chapter 2: Haley/Harlin Steel with Alejandro Ponce de León “Larp as medium, larp as message: Some notes on managing a diegetic commons” with example LARP for classroom activity: “Soundscape Architects.”


Chapter 3: Mark Marino and Rob Wittig, “Kustom Karakter Orthographee for a visual written, digital world.”

Chapter 4: Zsolt Olah, “Deliberate play and workplace learning.”

                 

Section II: Digital Interactive Fiction

Chapter 5: Rebecca Rouse, “Game Time versus Playtime: Clock-beating in power chronography versus intersubjective play”


Chapter 6: Jessica Ross-Nersian, “Interactive Storytelling as an Educational Tool: Escape to Apple Wick Hill.”

 

Section III:  The Ideologies of Gaming


Chapter 7: Kristian Bjorkelo, “Are we all speaking of the same feminazi?

Understanding the nuances of a gendered slur in gaming culture”

 

Chapter 8: J †Johnson, “Interactivity and its Discontents.”

 

Author Bios


Index

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