Saturday, 25 April 2015

Evaluation

The aim of my artefact was to create an interactive narrative that would raise awareness of the dangers of social networking to young adults. I wanted my interactive narrative to be creative and unique, combining elements of ludology and narratology to attract and engage a young audience. 

Girl Online does successfully raise awareness of the dangers regarding strangers and the online world. The project highlights the risks of being careless online and shows the consequences of these actions; the ending also shows users the extreme of what could happen if they don’t take care online. Throughout the piece I have included statistics and facts to raise awareness of Internet safety, these statistics will hopefully surprise and shock users - influencing them to take care when online.


I feel that my artefact fits its intended target audience well; young adults will be attracted to the piece through the visual style and connect with the artefact through the relatable protagonist and storyline. I wanted my narrative to be fun and engaging but also educational, and I wanted to do it in a way so users wouldn’t feel as though they were being lectured. I do feel as though Girl Online successfully manages this through the high level of interactivity intergraded into the project; it makes the artefact fun to travel through and explore.


A weakness of my piece would be the narrative. Although I feel it still gets the point across, because of time constraints I had to sacrifice and cut down some of the story, I feel this makes parts of the narrative slightly unrealistic. If I had more time I would include more frames and extend certain scenes, this would make my project more practical and realistic to audiences.


My artefact does suit its intended market and would fit well on a site which raises awareness of Internet safety, such as the NSPCC or NSTeens. From my research I found that most Internet safety games and digital stories were primarily designed for young children, they were typically drawn in a cartoon style and for older children they probably seemed quite patronising in the way they came across. I couldn’t find one interactive narrative targeted at the young adult market. This makes my artefact unique and causes it to further develop campaign media, as it is attracting a new audience in a new and exciting way.

Girl Online sticks to the typical conventions of an interactive narrative, “interactive narrative design combines ludology, narratology and game design” (Dinehart, 2008). I have included elements of ludology through the interactivity of my piece; the user can interact with objects and explore different pathways, discovering and interacting with a range of different content along the way. There is also a strong narrative and themes that run throughout Girl Online, the story develops the further along the user goes. Overall I feel Girl Online is a fun and engaging interactive narrative, successful in both entertaining and educating.

References 

• Dinehart, Stephen. (2015). Transmedial Play: cognitive and cross-platform narrative | The Narrative Design Explorer™. [online] Available at: http://narrativedesign.org/2008/05/transmedial-play-cognitive-and-cross-platform-narrative/ [Accessed 14 Mar. 2015].