Rogelio Enrique Cardona-Rivera

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Games with a strong notion of story are increasingly popular. With the increased amount of story content associated with games where player decisions significantly change the course of the game (branching games), comes an increase in the effort required to author those games. Despite the increased popularity of these kinds of games, it is unclear if a(More)
A growing body of work in games research, both generative and analytic, seeks to characterize the relationship between a player's understanding of an interactive narrative and her options for action within it. This paper provides several definitions that collectively serve as a basis for a model of the user's comprehension of an unfolding story in a game.(More)
A choice positively contributes to a player's sense of agency when it leads to meaningfully different content. We shed light on what a player may consider meaningfully different by developing a formalism for interactive stories in terms of the change in situational content across choices. We hypothesized that a player will feel a higher sense of agency when(More)
Affordances, broadly construed as opportunities for action, have been used to explain game-related phenomena in a variety of different contexts. This paper presents a cognitivist theory of affordances, which is general enough that it subsumes several related theories, yet precise enough that it provides a useful lens through which to view games. The(More)
Complex systems are of interest to the scientific community due to their ubiquity and diversity in daily life. Popularity notwithstanding , the analysis of complex systems remains a difficult task, due to the problems in capturing high-volume data. Massively Multiplayer Online Games (MMOGs) have recently emerged as a tractable way to analyze complex system(More)
This work seeks to validate the use of a situation model (a model for the comprehension processes in non-interactive narrative) for use modeling a player's comprehension process within interactive narratives and games. Unlike conventional narratives, games contain actions and events that might not carry any narrative significance; consequently, a cognitive(More)
We present a study that investigates the heretofore unexplored relationship between a player's sense of her narrative role in an interactive narrative role-playing game and the options she selects when faced with choice structures during gameplay. By manipulating a player's knowledge over her role, and examining in-game options she preferred in choice(More)
We present work toward computationally defining a model of narrative comprehension vis-` a-vis memory of narrative events, via an automated planning knowledge representation, capable of being used in a narrative generation context. There has been much recent research on computationally analyzing and generating narratives (e.g. Mani 2012). Key to these(More)
This paper discusses a research direction which focuses on a framework intended to help solve the problem of user-interaction versus story coherency in interactive narratives. The framework revolves around a concept named "narrative affordance," which draws from work in visual psychology and human-computer interaction and involves a declarative notion of(More)
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