TY - JOUR
T1 - Serious storytelling – a first definition and review
AU - Lugmayr, Artur
AU - Sutinen, Erkki
AU - Suhonen, Jarkko
AU - Sedano, Carolina Islas
AU - Hlavacs, Helmut
AU - Montero, Calkin Suero
PY - 2017/7/1
Y1 - 2017/7/1
N2 - In human culture, storytelling is a long-established tradition. The reasons people tell stories are manifold: to entertain, to transfer knowledge between generations, to maintain cultural heritage, or to warn others of dangers. With the emergence of the digitisation of media, many new possibilities to tell stories in serious and non-entertainment contexts emerged. A very simple example is the idea of serious gaming, as in, digital games without the primary purpose of entertainment. In this paper, we introduce the term serious storytelling as a new potential media genre – defining serious storytelling as storytelling with a purpose beyond entertainment. We also put forward a review of existing potential application areas, and develop a framework for serious storytelling. We foresee several application areas for this fundamental concept, including wellbeing and health, medicine, psychology, education, ethical problem solving, e-leadership and management, qualitative journalism, serious digital games, simulations and virtual training, user experience studies, and online communication.
AB - In human culture, storytelling is a long-established tradition. The reasons people tell stories are manifold: to entertain, to transfer knowledge between generations, to maintain cultural heritage, or to warn others of dangers. With the emergence of the digitisation of media, many new possibilities to tell stories in serious and non-entertainment contexts emerged. A very simple example is the idea of serious gaming, as in, digital games without the primary purpose of entertainment. In this paper, we introduce the term serious storytelling as a new potential media genre – defining serious storytelling as storytelling with a purpose beyond entertainment. We also put forward a review of existing potential application areas, and develop a framework for serious storytelling. We foresee several application areas for this fundamental concept, including wellbeing and health, medicine, psychology, education, ethical problem solving, e-leadership and management, qualitative journalism, serious digital games, simulations and virtual training, user experience studies, and online communication.
KW - Ambient media
KW - Design science
KW - Digital interactive media
KW - Digital narratives
KW - E-health
KW - E-leadership
KW - E-learning
KW - Education
KW - Forensics
KW - Human-computer interaction
KW - Journalism
KW - Persuasive messages
KW - Serious games
KW - Serious storytelling
KW - Smart media
KW - Storytelling, digital storytelling
KW - Ubiquitous computation
KW - Ubiqutious media
KW - User-experience
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=84984903771&partnerID=8YFLogxK
U2 - 10.1007/s11042-016-3865-5
DO - 10.1007/s11042-016-3865-5
M3 - Article
AN - SCOPUS:84984903771
SN - 1380-7501
VL - 76
SP - 15707
EP - 15733
JO - Multimedia Tools and Applications
JF - Multimedia Tools and Applications
IS - 14
ER -