Interactive Storytelling/ Game
Digital games are important not only because of their cultural ubiquity or their sales figures but for what they can offer as a space for creative practice. Games are significant for what they embody; human computer interface, notions of agency, sociality, visualisation, cybernetics, representation, embodiment, activism, narrative and play. These and a whole host of other issues are significant not only to the game designer but also present in the work of the artist that thinks and rethinks games. Re-appropriated for activism, activation, commentary and critique within games and culture, artists have responded vigorously.

Meaningful play - The authors introduce the concept of meaningful play as the goal of successful game design, providing their own definitions.

Design - The authors discuss definitions of design, and introduce their own. They go on to discuss semiotics, the study of meaning, describing Charles Sanders Peirce's semiotic elements.

Systems - The authors introduce four elements all systems share, as defined by Stephen Littlejohn in his textbook Theories of Human Communication, and go on to identify each of these elements in the game of chess, when framed as a formal (mathematical), experiential (social), or cultural (representational) system.

Interactivity - The authors connect interactivity with the concepts introduced thus far, and identify various modes of interactivity, citing examples of cognitive, functional, explicit, and "beyond-the-object" interactivity.

Defining Games - The authors discuss the relationship between play and games, highlight existing definitions of a game, and provide their own intentionally narrow definitions of games and game design.

Defining Digital Games - The authors insist that "the underlying properties of games and the core challenges of game design hold true regardless of the medium in which a game manifests," but they do identify four traits that are particularly strong in digital games: Immediate but narrow interactivity, the manipulation of information, automated complex systems, and networked communication.

The Magic Circle - The authors borrow the term magic circle from the book Homo Ludens by Johan Huizinga, using it to describe the space within which a game takes place. They explain how players enter into the magic circle by adopting a lusory attitude, another borrowed term, taken from Bernard Suits' book Grasshopper: Games, Life, and Utopia.
Rules of Play:
Game Design Fundamentals is a book on game design by Katie Salen and Eric Zimmerman
Structure:


The book is divided into four units, first introducing core concepts, then expanding on these with a detailed discussion of rules, play and culture.
My Boyfriend Came Back From the War is a piece of browser-based cyberfeminist art created by Russian artist Olia Lialina.

Try playing it on this site....
must read!!
Interactive Storytelling is a form of digital entertainment in which users create or influence a dramatic storyline through actions, either by issuing commands to the story's protagonist, or acting as a general director of events in the narrative. Interactive storytelling is a medium where the narrative, and its evolution, can be influenced in real-time by a user.

Unlike interactive fiction, there is an open debate about nature of the relationship between interactive storytelling with computer games. Game designer Chris Crawford states that "Interactive storytelling systems are not "Games with Stories",[2] whereas much research in the community focuses on applications to computer games. There are several key issues in interactive storytelling, for example: how to generate stories which are both interesting and coherent; and how to allow the user to intervene in the story, without violating any rules of the genre
We had to choose 3 words and start creating our own narrative by considering the 3 main parts beginning(incident),middle(climax) and an end which should be non-linear narrative.
My words were riding, water, jumping. I was thinking of the story of riding a camel in desert and jumping on pyramids. There are different endings none of them are the same, you have to choose your own path. By selecting the wrong path GAME OVER.