ABSTRACT

With the publication of Google's multi-screen world study: The New Multi-Screen World: Understanding Cross Platform Consumer Behavior, not only did it become evident that using more than one screen simultaneously was widespread, it also marked a change in the role of the audience. The impactful Google report had quickly accelerated the need for a new understanding of how to use various and multiple screens, as well as bringing about the realisation that the role of the audience was changing. Once past the traditional perception of the audience, they are enabled to influence the story experience, just as it influences them. The audience is interacting with objects and elements found within the story worlds, ranging from knocking over rocks, shooting creatures and interacting with characters on predefined paths and events in video games. A narrative design model, such as Story Sphere, makes it possible to break the story components into elements with which the audience can have different levels of influence.