Aim/purpose – The study delves into the creation and the experience of interactive children’s narratives based on poetry, examining the emerging role of artificial intelligence (AI) as a collaborative partner in storytelling for children. The research questions are: 1) What are the experiences of readers, specifically children’s guardians, with interactive narratives based on children’s poetry?; 2) How do children’s guardians experience interactive stories co-generated in real-time through conversations with artificial intelli-gence?; 3) Is it feasible to create a satisfying narrative for children from a specific set of images through the use of AI technology? Design/methodology/approach –This paper synthesizes findings from the following studies: a) Qualitative analysis of interactive narratives based on Stanisław Jachowicz’s poems, involving a comprehensive online questionnaire survey, with 80 respondents participating in the latest study; b) An evaluative study focused on real-time interactions with AI-generated interactive narratives based on Stanisław Jachowicz’s poems. This involved 12 participants who provided detailed feedback on their experience; c) An autoethnographic study exploring the creative process of generating children’s narratives from a set of images using AI. Findings – The findings from the exploratory studies suggested that interactive narratives based on poetry would be beneficial for education and the promotion of reading. The interactive narrative can be simply designed (simple mechanics, simple options) and nevertheless, it can evoke a positive user experience. The constructs of telepresence and player agency apply not only to the interactive narrative and the poem that serves as its foundation. The evaluation of the interactive narrative generated by ChatGPT was positive, both as real-time interactive storytelling experienced by the reader with AI and as the interactive narrative created based on a set of images. In the process of generating interactive narratives during real-time interactions, ensuring safety, reliability, and trustworthiness for children is a crucial aspect. Research implications/limitations – The research suggests that educational organizations can benefit from introducing interactive narratives based on poetry into children’s curricula. Furthermore, artificial intelligence can be effectively utilized in creating such content, both in the form of traditional interactive narratives presented to children and in real-time interactions with AI. However, it is also important for organizations to develop tools for monitoring children’s safety. Originality/value/contribution – This paper sheds light on the reader’s experience with interactive narratives based on poetry and highlights the transformative impact of AI on reading and writing in children’s literature, emphasizing how significantly the roles of writers and readers have changed with the introduction of AI. The swift evolution of artificial intelligence raises concerns that vital literary participants – including authors, researchers, publishers, and readers – may not grasp the essential skills and knowledge for utilizing AI. This paper can be helpful for these groups as it provides clues on how to produce good prompts, leading to the creation of children’s narratives.
Although the most established model of digital game development is through funding from publishers, there has been a major boost to independent game development, especially after the 2000s. This production context has specific challenges, particularly for lone developers. Some indie developers share their experiences and tips with the community using videos, and these videos illustrate the challenges and mindset around indie development of their time. This article presents a survey of good practices for lone (solo) indie developers compiled from twenty-nine YouTube videos. There are thirteen content creators who shared various tips about tools to use; ways to improve the game design of a product; ways to improve production process management and how to avoid pipeline failures during the development; recommendations on how to handle and how to manage marketing, focusing on fanbase management; advice on how to stay healthy during the process and mindset changes that are required for the development of games. The tips are compiled and a discussion is made on how they outline a dimension of the indie context and mentality of their time, and how they illustrate what are considered good practices among community members.
The article was created as a part of the Games Research Association of Poland’s project „Historical Game Consulting - Recognizing Needs and Creating Solutions for the Development of a New Creative Specialization”. The aim of this study is to discuss the assumptions regarding the role of a historical consultant in the process of creating games with historical themes. Based on surveys conducted among digital and non-digital game creators from Central, Eastern, and Southern Europe, an interdisciplinary team identified and characterized the key competencies and skills required for consultants in the game development sector. The developed guidelines aim to support the creation of university curricula that will prepare historians to serve as consultants in the gaming industry.
PL
Artykuł przygotowano w ramach projektu Polskiego Towarzystwa Badania Gier pt. „Konsulting historyczny gier – rozpoznanie potrzeb i stworzenie rozwiązań dla rozwoju nowej specjalizacji kreatywnej”. Celem tekstu jest omówienie założeń dotyczących roli konsultanta historycznego w procesie tworzenia gier o tematyce historycznej. Interdyscyplinarny zespół na podstawie badań ankietowych przeprowadzonych wśród twórców gier cyfrowych i niekomputerowych z Europy Środkowo-Wschodniej i Południowej wyselekcjonował, a następnie scharakteryzował kluczowe kompetencje oraz umiejętności wymagane od konsultantów w sektorze game development. Opracowane wytyczne mają na celu wsparcie tworzenia programów nauczania na uczelniach, które przygotują historyków do pełnienia roli konsultantów w branży gier.
Consumer-grade game engines such as Multimedia Fusion and RPG Maker have dramatically extended the reach of digital games as a medium. They have also spawned online communities, where conventions and canons of using these tools have evolved. These partly stem from the functional constraints of the game engines themselves and are institutionalized through manuals, examples, tutorials, and games made with them. However, some members of game engine communities actively seek to challenge these conventions by experimenting with the engines and finding ingenious ways to put them to unexpected uses. Such experiments can be regarded as a form of metacommentary on the engines’ capabilities and limitations. While arguably impractical and inefficient, they enrich the scope of what can be done with the engine and can contribute to its further development.
This is the sixth in a series of articles created as part of the project titled “Historical Consultancy for Games” by the Games Research Association of Poland, funded by a grant from CRPK. Building on previous articles, it presents a modular course syllabus for history students, designed to develop competencies useful in game consulting. The modular approach means that, rather than a single unified program, there is a collection of autonomous several-week blocks from which various configurations of topics and tools can be selected. These modules cover working with visual, textual, and numerical materials, gathering information through fieldwork, as well as working with project documentation.
PL
Jest to szósty z serii artykułów powstałych w projekcie pt. Konsulting historyczny gier Polskiego Towarzystwa Badania Gier, realizowanego w ramach grantu z CRPK. Na podstawie poprzednich tekstów przedstawia propozycję modułowego sylabusa kursu dla studentów historii nastawionego na szkolenie kompetencji przydatnych w konsultingu gier. Modułowość oznacza, że zamiast pojedynczego programu jest zbiór autonomicznych, parotygodniowych bloków, z których można stworzyć różne konfiguracje tematyki i narzędzi. Obejmują pracę z materiałem wizualnym, tekstowym, liczbowym, zbieranie informacji w terenie, a także pracę z dokumentacją projektową.
Jest to szósty z serii artykułów powstałych w projekcie pt. Konsulting historyczny gier Polskiego Towarzystwa Badania Gier, realizowanego w ramach grantu z CRPK. Na podstawie poprzednich tekstów przedstawia propozycję modułowego sylabusa kursu dla studentów historii nastawionego na szkolenie kompetencji przydatnych w konsultingu gier. Modułowość oznacza, że zamiast pojedynczego programu jest zbiór autonomicznych, parotygodniowych bloków, z których można stworzyć różne konfiguracje tematyki i narzędzi. Obejmują pracę z materiałem wizualnym, tekstowym, liczbowym, zbieranie informacji w terenie, a także pracę z dokumentacją projektową.
EN
This is the sixth in a series of articles created as part of the project titled Historical Consultancy for Games by the Games Research Association of Poland, funded by a grant from CRPK. Building on previous articles, it presents a modular course syllabus for history students, designed to develop competencies useful in game consulting. The modular approach means that, rather than a single unified program, there is a collection of autonomous several-week blocks from which various configurations of topics and tools can be selected. These modules cover working with visual, textual, and numerical materials, gathering information through fieldwork, as well as working with project documentation.
Praca bada wykorzystanie modeli GPT do analizy recenzji gier wideo. Badanie opracowuje metodologię efektywnego gromadzenia, klasyfikowania i interpretowania opinii graczy z wykorzystaniem modeli GPT oraz bada strategie integracji uzyskanych spostrzeżeń z procesami rozwoju gier. Eksperymenty z wykorzystaniem recenzji graczy gry ”House Flipper 2” pokazują skuteczność modeli GPT w wydobywaniu znaczących spostrzeżeń. Omówiono implikacje dla rozwoju gier, wyzwania związane z automatyczną analizą na dużą skalę oraz przyszłe kierunki badań.
EN
This study investigates the use of GPT models for analyzing video game reviews. The research develops a methodology for efficiently gathering,classifying, and interpreting player feedback using GPT models and explores strategies for integrating insights into game development processes. Experiments using player reviews for “House Flipper 2” demonstrate the effectiveness of GPT models in extracting meaningful insights. Implications for game development, challenges associated with large-scale automated analysis, and future research directions are discussed.
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