TY - GEN
T1 - Using twine as a therapeutic writing tool for creating serious games
AU - Starks, Katryna
AU - Barker, Dakoda
AU - Cole, Alayna
N1 - Publisher Copyright:
© Springer International Publishing AG 2016.
PY - 2016
Y1 - 2016
N2 - Serious games are understood as games that have a purpose beyond entertainment, and are designed for the educational or behavior-change benefit of those who play them. However, the creation of text-based, choice-driven games presents an opportunity for therapeutic narratives that benefit the game authors as well as potential players. Although the benefits of storytelling for therapy has been previously established, these narratives were often linear in nature; the software program, Twine, enables technologically non-savvy authors to write branching narratives with multiple choices, creating an opportunity for an enhanced experience of cathartic storytelling. This paper includes a brief description of writing therapy models, including cognitive behavioral writing therapy (CWBT) and trauma-focused cognitive behavioral therapy (TF-CBT), and how the thinking involved with creating choice-based narratives mimics those processes. Then, it moves into a brief introduction of Twine and how it is used to create non-linear narratives. Following that, the paper presents three self-reported cases of authors who have experienced catharsis and wellbeing benefits via the use of interactive storytelling with Twine, and how the creation of choice-based narratives enhanced this wellbeing experience. Finally, the paper presents advantages for introducing Twine in a formal therapy process, and practical considerations in doing so.
AB - Serious games are understood as games that have a purpose beyond entertainment, and are designed for the educational or behavior-change benefit of those who play them. However, the creation of text-based, choice-driven games presents an opportunity for therapeutic narratives that benefit the game authors as well as potential players. Although the benefits of storytelling for therapy has been previously established, these narratives were often linear in nature; the software program, Twine, enables technologically non-savvy authors to write branching narratives with multiple choices, creating an opportunity for an enhanced experience of cathartic storytelling. This paper includes a brief description of writing therapy models, including cognitive behavioral writing therapy (CWBT) and trauma-focused cognitive behavioral therapy (TF-CBT), and how the thinking involved with creating choice-based narratives mimics those processes. Then, it moves into a brief introduction of Twine and how it is used to create non-linear narratives. Following that, the paper presents three self-reported cases of authors who have experienced catharsis and wellbeing benefits via the use of interactive storytelling with Twine, and how the creation of choice-based narratives enhanced this wellbeing experience. Finally, the paper presents advantages for introducing Twine in a formal therapy process, and practical considerations in doing so.
KW - Catharsis
KW - Choice
KW - Cognitive behavioral therapy
KW - Narrative
KW - Therapy
KW - Writing
UR - https://www.scopus.com/pages/publications/84988667336
UR - https://www.scopus.com/pages/publications/84988667336#tab=citedBy
U2 - 10.1007/978-3-319-45841-0_8
DO - 10.1007/978-3-319-45841-0_8
M3 - Conference contribution
AN - SCOPUS:84988667336
SN - 9783319458403
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 89
EP - 103
BT - Serious Games - 2nd Joint International Conference, JCSG 2016, Proceedings
A2 - Oliveira, Manuel Fradinho
A2 - Ma, Minhua
A2 - Göbel, Stefan
A2 - Marsh, Tim
A2 - Hauge, Jannicke Baalsrud
PB - Springer
T2 - 2nd International Joint Conference on Serious Games, JCSG 2016
Y2 - 26 September 2016 through 27 September 2016
ER -