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Humanities 2017, 6(2), 25; doi:10.3390/h6020025

A Case Study of I’ll Be Fine

Visual and Studio Arts, New Genres, Sarah Lawrence College, 1 Mead Way, Bronxville, NY 10708, USA
Academic Editors: Burt Kimmelman and Philip Andrew Klobucar
Received: 17 November 2016 / Revised: 4 April 2017 / Accepted: 17 April 2017 / Published: 26 April 2017
(This article belongs to the Special Issue The Poetics of Computation)
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Abstract

This case study of I’ll Be Fine describes my creation of a passively interactive, “playable” movie for networked screens, and outlines reasons why this story is an instance of a new genre of storytelling that might be called “playable narrative”. Although the piece is interactive, and while it seems to satisfy certain features of the activity of play, I’ll Be Fine does not offer opportunities for strategy, competition, or closure, and does not proceed towards goals or outcomes, but seeks to construct meaning cinematically, proceeding sequentially across planes or layers, and using a spatial design much like the cinematic compositional scheme of background, middle ground, and foreground. While a general model for the spatial construction of playable movies is outside the scope of this writing, the following description of my design concepts are meant to delineate certain aspects of working with spatiality and playability while constructing an interactive story. View Full-Text
Keywords: networked cinema; interactive cinema; video installation; playable movie; narrative; playability networked cinema; interactive cinema; video installation; playable movie; narrative; playability
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This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. (CC BY 4.0).

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Ferraiolo, A. A Case Study of I’ll Be Fine. Humanities 2017, 6, 25.

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