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For years, a debate raged in media scholarship over whether interactive media, video games in particular, were capable of communicating an effective narrative. On the one hand, games were seen as the antithesis of narrative, unable to compress time in a narrative fashion and incapable of linear exploration of an event. On the other hand, games were seen as the logical extreme of the progression from spoken word to books to theatre to cinema, giving narrative the chance to become multi-layered, multi-medial, and multi-sensory. With that debate essentially at a stalemate, the time has come to look at the argument from a different perspective. Immersive Flow proposes a model for an interactive narrative that combines the emotionally immersive aspects of cinema and television with the personal responsibility associated with game play. The result is an emotionally immersive experience that emerges from and is enhanced by interactivity. Immersive Flow is just such an experience. An interactive book authored in Sophie, it uses text, video, and interaction to position its creator as a sympathetic protagonist in a narrative argument. Using its form to justify its content, it proves that narrative can be communicated through interactivity. |
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