Journal articles on the topic 'Narrative design'

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1

Rutherford, Brian A. "Narrating the narrative turn in narrative accounting research:." Meditari Accountancy Research 26, no. 1 (April 9, 2018): 13–43. http://dx.doi.org/10.1108/medar-04-2017-0139.

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Purpose This paper aims to analyse the nature and extent of convergence within the literature of the narrative turn in narrative accounting research. Design/methodology/approach The paper offers an actor–network–theoretic perspective drawing on Latour’s theory of citation and Shwed and Bearman’s development of that theory to analyse patterns of convergence. Findings The paper finds that across the exemplars of narrative turn research examined, there is only a limited level of epistemic engagement so that exemplars achieve their status without undergoing trials of strength. Research limitations/implications The paper argues that the resources of the relevant academic community are spread so thinly that each seam – each research question, methodology or method and research context – is mined by no more than a small handful of researchers unable to generate a meaningful volume of contestation. Steps are suggested to better focus research activity. Originality/value The use of Latour’s theory of citation to analyse patterns of convergence in accounting research is innovative. The paper proposes a substantial change in the community’s approach to narrative turn research on accounting narratives.
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Jordan, Patrick W., Andy Bardill, Kate Herd, and Silvia Grimaldi. "Narrative and Design for Wellbeing: A User-Centered Approach." ACTIO Journal of Technology in Design, Film Arts and Visual Communication, no. 4 (October 5, 2020): 85–107. http://dx.doi.org/10.15446/actio.n4.96251.

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The narratives that we have about our lives can affect our wellbeing. The Products and services that we own or use can play a role in these narratives (Jordan, Bardill, Herd and Grimaldi, 2020) – the car that says "I am a success", the toy that says "I am a good parent" or the customer-care that lets me know that "I am not important.” In an exploratory study, 41 undergraduate students described experiences with two different products or services – one that enabled and one that failed to enable a desired narrative. These 82 case studies were analysed to explore concepts relevant to narrative in the context of product and service use. We identify six different ways in which a product or service can enable a narrative, evaluate Jung’s archetypes as a means of narrative classification, and explore the roles of products and users in enabling stories. The implications for user research and design are explored.
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Jordan, Patrick W., Andy Bardill, Kate Herd, and Silvia Grimaldi. "Enabling narrative through design." International Journal of Human Factors and Ergonomics 8, no. 1 (2021): 85. http://dx.doi.org/10.1504/ijhfe.2021.115047.

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Grimaldi, Silvia, Kate Herd, Andy Bardill, and Patrick W. Jordan. "Enabling narrative through design." International Journal of Human Factors and Ergonomics 8, no. 1 (2021): 1. http://dx.doi.org/10.1504/ijhfe.2021.10037458.

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Trocchianesi, Raffaella, Davide Pinardi, and Angela De Marco. "Design and Narration: Languages, structures and narrative models as matter for design." Strategic Design Research Journal 4, no. 2 (October 4, 2011): 59–68. http://dx.doi.org/10.4013/sdrj.2011.42.04.

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Lu, Amy Shirong, Melanie C. Green, and Debbe Thompson. "Using Narrative Game Design to Increase Children’s Physical Activity: Exploratory Thematic Analysis." JMIR Serious Games 7, no. 4 (November 21, 2019): e16031. http://dx.doi.org/10.2196/16031.

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Background Physical activity is crucial for child obesity prevention and intervention. Narratives embedded in active games can increase children’s physical activity. Objective Little is known about the narrative characteristics that would motivate children to exercise. We attempted to fill the gaps in understanding regarding narrative design for active video games. Methods In this exploratory study, four animated narratives of different genres were professionally generated. Children (N=41) between the ages of 8 and 12 years were interviewed to identify their preferences. Sessions were digitally recorded, transcribed, and analyzed using exploratory thematic analysis. Results Findings revealed that the children rated the dystopian science fiction story as their favorite across all weight, race, and gender groups. The physical activity-friendly narrative strategies included virtuous characters, extraordinary character actions, interesting plots, super powers, and engaging cliffhangers. Alternatively, information not related to physical activity, difficult-to-follow plot lines, passive protagonists, and repetitive narrative tropes were less appealing for physical activity. Conclusions This research provides preliminary evidence that narratives have characteristics that may increase child physical activity when playing active games. Future empirical studies should verify and test these design principles.
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Si, Mei, and Stacy C. Marsella. "Encoding Theory of Mind in Character Design for Pedagogical Interactive Narrative." Advances in Human-Computer Interaction 2014 (2014): 1–10. http://dx.doi.org/10.1155/2014/386928.

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Computer aided interactive narrative allows people to participate actively in a dynamically unfolding story, by playing a character or by exerting directorial control. Because of its potential for providing interesting stories as well as allowing user interaction, interactive narrative has been recognized as a promising tool for providing both education and entertainment. This paper discusses the challenges in creating interactive narratives for pedagogical applications and how the challenges can be addressed by using agent-based technologies. We argue that a rich model of characters and in particular a Theory of Mind capacity are needed. The character architect in the Thespian framework for interactive narrative is presented as an example of how decision-theoretic agents can be used for encoding Theory of Mind and for creating pedagogical interactive narratives.
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Kaczmarczyk, Katarzyna. "Emplacing Narrative. Affect and Performativity in Architectural Narratives." Tekstualia 4, no. 43 (April 1, 2015): 113–32. http://dx.doi.org/10.5604/01.3001.0013.4249.

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The article focuses on the relations between narrative and landscape architecture and identifi es the characteristics of architecture and landscape architecture which make them distinct narrative media. The article offers analyses of the narrative aspects of two monuments (one built and one at the stage of the design): the Vietnam Veterans Memorial in Washington DC and a project entitled „A Forest”, which won the competition for a monument design to commemorate Poles who rescued Jews during the German occupation. Both monuments present challenges to narrative theory through such characteristics as performativity, processuality, interactivity and affective potential. However, such challenges should be seen as a possibility for extending the realm of narratology in new directions.
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Kaczmarczyk, Katarzyna. "Emplacing Narrative: Affect and Performativity in Architectural Narratives." Tekstualia 1, no. 3 (February 1, 2017): 81–96. http://dx.doi.org/10.5604/01.3001.0013.5931.

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The article focuses on the relations between narrative and landscape architecture and identifi es the characteristics of architecture and landscape architecture which make them distinct narrative media. The article offers analyses of the narrative aspects of two monuments (one built and one at the stage of the design): the Vietnam Veterans Memorial in Washington DC and a project entitled „A Forest”, which won the competition for a monument design to commemorate Poles who rescued Jews during the German occupation. Both monuments present challenges to narrative theory through such characteristics as performativity, processuality, interactivity and affective potential. However, such challenges should be seen as a possibility for extending the realm of narratology in new directions.
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Danko, Sheila. "Humanizing Design through Narrative Inquiry." Journal of Interior Design 31, no. 2 (January 2006): 10–28. http://dx.doi.org/10.1111/j.1939-1668.2005.tb00408.x.

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Aravot, Iris. "Narrative-Myth and Urban Design." Journal of Architectural Education 49, no. 2 (November 1995): 79–91. http://dx.doi.org/10.1080/10464883.1995.10734670.

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Aravot, Iris. "Narrative-Myth and Urban Design." Journal of Architectural Education (1984-) 49, no. 2 (November 1995): 79. http://dx.doi.org/10.2307/1425399.

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Miller, Charles, Lucas Lecheler, Bradford Hosack, Aaron Doering, and Simon Hooper. "Orchestrating Data, Design, and Narrative." International Journal of Cyber Behavior, Psychology and Learning 2, no. 2 (April 2012): 1–15. http://dx.doi.org/10.4018/ijcbpl.2012040101.

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Information visualization involves the visual, and sometimes interactive, presentation and organization of complex data in a clear, compelling representation. Information visualization is an essential element in peoples’ daily lives, especially those in data-driven professions, namely online educators. Although information visualization research and methods are prevalent in the diverse fields of healthcare, statistics, economics, information technology, computer science, and politics, few examples of successful information visualization design or integration exist in online learning. The authors provide a background of information visualization in education, explore a set of potential roles for information visualization in the future design and integration of online learning environments, provide examples of contemporary interactive visualizations in education, and discuss opportunities to move forward with design and research in this emerging area.
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Afan Faizin. "NARRATIVE RESEARCH; A RESEARCH DESIGN." Jurnal Disastri (Jurnal Pendidikan Bahasa dan Sastra Indonesia) 2, no. 3 (December 29, 2020): 142–48. http://dx.doi.org/10.33752/disastri.v2i3.1139.

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The word narrative describes or describes something in a detailed and chronological story. The procedure in narrative research requires the researcher to get the full story of or from the individual who is the subject of one's research. After obtaining data about someone who is the subject of complete knowledge, researchers must describe the data in a narrative. The analysis used in narrative research includes the strategies used by researchers in describing the story chronologically and completely, studies in biographies that portray all life forms of the study subject
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Schmitt, Josephine B., Claus Caspari, Tim Wulf, Carola Bloch, and Diana Rieger. "Two sides of the same coin? The persuasiveness of one-sided vs. two-sided narratives in the context of radicalization prevention." Studies in Communication and Media 10, no. 1 (2021): 48–71. http://dx.doi.org/10.5771/2192-4007-2021-1-48.

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Societal organizations aim at challenging online extremist messages by counterposing with different narratives such as alternative narratives (one-sided narrative) and counter-narratives (two-sided narratives). The current study examined which type of narrative is more efficient in changing attitudes accounting for narrative involvement and reactance regarding the narrative. We employed a 2(one-sided vs. two-sided narrative) × 2 (ease of identification vs. no ease of identification) between-subjects design (N = 405) using a controversial topic: the ongoing debate about how to deal with the number of refugees in Germany. We found an indirect effect of the narrative on attitude change. People who read the two-sided narrative showed less reactance. The smaller the reactance, the more they felt involved in the narrative, which, in turn led to more positive attitudes towards refugees. We discuss these findings regarding their theoretical contribution to create customized narratives challenging extremist messages.
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van Vulpen, Bram, Jorren Scherpenisse, and Mark van Twist. "Time to turn over the crown: a temporal narrative analysis of royal leadership succession." International Journal of Public Leadership 16, no. 1 (November 19, 2019): 41–58. http://dx.doi.org/10.1108/ijpl-03-2019-0010.

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Purpose The purpose of this paper is to capture legitimising principles of recent successions to the throne through narrative time. Further, this study considers leaders’ sense-giving to succession. Design/methodology/approach This research applies a “temporal narrative analysis” to explicate legitimising principles of narrative time in three recent case studies of royal succession: the kingdoms of Spain, Belgium and the Netherlands. Findings The findings show that royal successions in three modern European constitutional monarchies are legitimised through giving sense to narrative time. The legitimacy of timing succession is embedded in multiple temporal narratives, in which heirs apparent are brought forward as the new generation who will modernise the monarchy. Originality/value The paper presents an innovative conceptual framework of sense-giving to succession through narrative time. This framework will be helpful to scholars who aim to grasp legitimising principles of temporal narration in leadership succession.
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Wei, Huaxin, Jim Bizzocchi, and Tom Calvert. "Time and Space in Digital Game Storytelling." International Journal of Computer Games Technology 2010 (2010): 1–23. http://dx.doi.org/10.1155/2010/897217.

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The design and representation of time and space are important in any narrative form. Not surprisingly there is an extensive literature on specific considerations of space or time in game design. However, there is less attention to more systematic analyses that examine both of these key factors—including their dynamic interrelationship within game storytelling. This paper adapts critical frameworks of narrative space and narrative time drawn from other media and demonstrates their application in the understanding of game narratives. In order to do this we incorporate fundamental concepts from the field of game studies to build a game-specific framework for analyzing the design of narrative time and narrative space. The paper applies this framework against a case analysis in order to demonstrate its operation and utility. This process grounds the understanding of game narrative space and narrative time in broader traditions of narrative discourse and analysis.
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Dong, Xiaoxu. "Data visualization: A unique storyteller." Technoetic Arts 17, no. 3 (October 1, 2019): 259–79. http://dx.doi.org/10.1386/tear_00020_1.

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Abstract Science and technology have changed all aspects of our lives, including the mode of narration, from traditional stories to data stories. Storytellers have been integrating visualizations into their narratives. From the case studies of some artworks and our students' works to visualization research, we have found distinct genres of narrative visualization and the education method for university students. We describe the differences between these artworks, together with interactivity and information transmission. Some small experiments and some examples of students' works will be shown to explore the visual narrative. We suggest new design strategies including how to make invisible things visible.
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Welte, Jean-Baptiste, Olivier Badot, and Patrick Hetzel. "The narrative strategies of retail spaces: a semio-ethnographic approach." European Journal of Marketing 55, no. 7 (March 10, 2021): 2012–36. http://dx.doi.org/10.1108/ejm-03-2019-0250.

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Purpose The purpose of this study is to understand how narratives are generated in stores. Design/methodology/approach The study design is based on ethnographies documented in 10 sports stores in the Paris region. The ethnographic method enables a precise and in situ observation of how narratives are structured. Narrative structures develop from the accommodation of the narratives specific to retailers and narratives specific to the customer. Findings The findings of this study identified four main narratives in retail spaces (the serial, the tale, the epic, the legend), each of which is distinguished by the commercial/non-commercial orientation of the narratives and by a superficial/in-depth modification of the narratives produced outside the store. These four narratives are characterized by the vendors’ roles and by the distinct interactions between customers and retail stores. Research limitations/implications The originality of this study is to propose a narrative framework for retail structures. It illustrates the fact that the narrative is not solely a product of experiential marketing, but that it may be found in any retail store. From a practical point of view, it highlights other less costly experiential narrative strategies. Practical implications From a practical point of view, it highlights other less costly experiential narrative strategies. Originality/value The original value of this study is to apply structural semiotics to analyse narratives in the store.
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Naul, Emily, and Min Liu. "Why Story Matters: A Review of Narrative in Serious Games." Journal of Educational Computing Research 58, no. 3 (July 8, 2019): 687–707. http://dx.doi.org/10.1177/0735633119859904.

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Literature has shown that immersive learning environments such as digital educational games and simulations often incorporate storytelling elements in their designs as narrative can be an effective way of making learning more meaningful to students. The purpose of this study is to review the literature on the role narrative can play in the experience of a learner engaging in learning games and to synthesize research on features of story that have demonstrated success in these learning environments. The findings have shown that distributed narrative, intrinsically integrated fantasies, empathetic characters and virtual agents, and adaptiveness or responsivity are four characteristics of game narratives found to be effective. Several learning game analyses were performed to illustrate how these games used narrative to foster greater immersion, engagement, motivation, and learning. Finally, a narrative design strategy for serious games is suggested which integrates the effective narrative features as shown in the example games, along with two analysis frameworks, Game Discourse Analysis and Narrative Centered Informant Design. The findings of this study should provide much-needed insights to designers and researchers who are involved in creating immersive learning environments.
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Piat, Myra, Jessica Spagnolo, Suzanne Thibodeau-Gervais, Catherine Deschamps, and Yves Gosselin. "Mental health recovery narratives: their impact on service users and other stakeholder groups." Mental Health and Social Inclusion 23, no. 4 (November 1, 2019): 173–84. http://dx.doi.org/10.1108/mhsi-08-2019-0021.

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Purpose The purpose of this paper is twofold: first, assess the effects of the peers’ recovery narratives on service users’ perceived mental health recovery; and second, explore various stakeholders’ perspectives on the program, specifically its facilitators and barriers. Design/methodology/approach The study used a convergent mixed-method design. First, a pre-test post-test design was used with service users to evaluate the peer recovery narrative program. They completed the Recovery Assessment Scale (RAS) and participated in qualitative interviews that explored perspectives on their mental health recovery before and after the program. Second, a cross-sectional design was used to explore stakeholder groups’ perspectives on the recovery narrative program immediately after listening to the narratives. Findings While findings show that there was no statistical difference between scores on the RAS before and after the peer narratives, thematic analysis revealed a change in service users’ understanding of recovery post-narratives. Other stakeholder groups confirmed this change. However, some healthcare professionals questioned the universal positive effects of the peer recovery narrative program on service users. Stakeholders agreed that beyond effects of the peer recovery narrative program on service users, there were also positive effects among the peers themselves. Originality/value To the authors’ knowledge, this is the first Canadian study, and one of the first studies to rely on mixed-methods and various stakeholder groups to evaluate the impact of peer recovery narratives on service users. The research, thus, fills a knowledge gap on peer recovery narratives.
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Echeverri, Daniel. "Sincerely Yours: Orchestrating Tangible Interactive Narrative Experiences." Cubic Journal, no. 3 (November 2020): 202–7. http://dx.doi.org/10.31182/cubic.2020.3.032.

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This paper briefly reflects on two aspects of narrative: the use of multimodal analysis to understand the relationships between the senses and the narrative, as well as digital and physical content, and the implications brought from this analytical perspective on the design of interactive narratives. The latter, in particular, concerns narratives that involve tangible interaction and physical manipulation of objects. The creative process of Letters to José, a physical-digital hybrid nonfiction narrative, exemplifies this reflection. In this narrative, the person interacting with the story takes upon multiple roles, among them performatively enacting the story and unfolding the narrative through different mechanics of play.
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de Laurentiis Brandão, Ana Carolina. "Visualizing EFL teacher identity (re)construction in materials design and implementation." Applied Linguistics Review 9, no. 2-3 (May 25, 2018): 249–71. http://dx.doi.org/10.1515/applirev-2016-1060.

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AbstractThis study visually explores the process of identity (re)construction experienced by a pre-service EFL teacher as she designed and implemented English activities at Brazilian state schools. The theoretical framework draws from language teacher development, and narrative concepts on professional identity, teacher knowledge and context. Visual narratives, contextualized by written and oral narratives, are analysed for their holistic-content, taking into account a critical visual approach and a narrative inquiry methodology. The pre-service EFL teacher, whose experience is the focus of this paper, developed a metaphor to describe her process of identity (re)construction: the invisible English teacher. Stories of designing and implementing her own materials, and being part of different teaching landscapes play an important role in her search for visibility as an English teacher.
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Oktavia, Dini, Rahmadsyah Rangkuti, and Nuhammad Yusuf. "ELEMENTS OF NARRATIVE AND FUNCTION OF NARRATOR IN JUN CHIU’S CROP CIRCLES." Language Literacy: Journal of Linguistics, Literature, and Language Teaching 4, no. 2 (December 28, 2020): 368–74. http://dx.doi.org/10.30743/ll.v4i2.2774.

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The purposes of this study are to find out the elements of narrative and the function of narrator in Jun Chiu’s silent comic Crop Circles. This research applied qualitative design. The data of this study were in the form of 20 pictures taken from the silent comic. The data were collected through stages: finding out and determining, classifying and separating the pictures conveying illustration of a narrative. The analysis of the data was done qualitatively by using the theory of phase analysis by Miles, Huberman and Saldana covering condensation, display and verification. The research results show that the elements of narrative found in Jun Chiu’s comic pictures Crop Circles narrative mood (transposed speech-indirect style); narrative instance (narrative voice: heterodiegetic narrator, time of narration: simultaneous narration; narrative perspective: external focalization), narrative levels (embedded narrative, metalepsis) and narrative time (order: analepsis, narrative speed: ellipsis, frequency of events: singulative narration). The narrator carried ideological function because the narrator illustrates the pictures to introduce public policy.
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Yeung, Chui Ling, Chi Fai Cheung, Wai Ming Wang, Eric Tsui, and Wing Bun Lee. "Managing knowledge in the construction industry through computational generation of semi-fiction narratives." Journal of Knowledge Management 20, no. 2 (April 4, 2016): 386–414. http://dx.doi.org/10.1108/jkm-07-2015-0253.

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Purpose Narratives are useful to educate novices to learn from the past in a safe environment. For some high-risk industries, narratives for lessons learnt are costly and limited, as they are constructed from the occurrence of accidents. This paper aims to propose a new approach to facilitate narrative generation from existing narrative sources to support training and learning. Design/methodology/approach A computational narrative semi-fiction generation (CNSG) approach is proposed, and a case study was conducted in a statutory body in the construction industry in Hong Kong. Apart from measuring the learning outcomes gained by participants through the new narratives, domain experts were invited to evaluate the performance of the CNSG approach. Findings The performance of the CNSG approach is found to be effective in facilitating new narrative generation from existing narrative sources and to generate synthetic semi-fiction narratives to support and educate individuals to learn from past lessons. The new narratives generated by the CNSG approach help students learn and remember important things and learning points from the narratives. Domain experts agree that the validated narratives are useful for training and learning purposes. Originality/value This study presents a new narrative generation process for a high-risk industry, e.g. the construction industry. The CNSG approach incorporates the technologies of natural language processing and artificial intelligence to computationally identify narrative gaps in existing narrative sources and proposes narrative fragments to generate new semi-fiction narratives. Encouraging results were gained through the case study.
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Zurlo, Francesco, and Cabirio Cautela. "Design Strategies in Different Narrative Frames." Design Issues 30, no. 1 (January 2014): 19–35. http://dx.doi.org/10.1162/desi_a_00246.

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Jones, Natasha N. "Narrative Inquiry in Human-Centered Design." Journal of Technical Writing and Communication 46, no. 4 (August 2016): 471–92. http://dx.doi.org/10.1177/0047281616653489.

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Dickey, Michele D. "Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments." Educational Technology Research and Development 54, no. 3 (June 2006): 245–63. http://dx.doi.org/10.1007/s11423-006-8806-y.

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Koenitz, Hartmut, Christian Roth, Teun Dubbelman, and Noam Knoller. "Interactive Narrative Design beyond the Secret Art Status: A Method to Verify Design Conventions for Interactive Narrative." Matlit Revista do Programa de Doutoramento em Materialidades da Literatura 6, no. 1 (August 10, 2018): 107–19. http://dx.doi.org/10.14195/2182-8830_6-1_7.

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In recent years, game narrative has emerged as an area for novel game concepts and as a strategy to distinguish a particular title. However, innovation in this area comes primarily from indie companies and individual efforts by noted designers. There is a lack of trained specialists ready to produce interactive narrative experiences. Many existing practitioners are self-trained and often rely on intuition in their design practice. A key element missing from the effort towards a more sustained development and improved professional training is a set of design conventions that fulfill a role comparable to cinematic conventions like continuity editing or montage. Therefore, our research focuses on identifying, verifying and collecting such design strategies. We describe an empirical method to verify candidate design conventions through the evaluation of user reaction to A/B prototypes, which improves upon the trial-and-error process of old.
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Sanna-Mari Äyrämö. "Narrative Constitution for Instructional Game Design: A Semiotic-Cognitive Model of Narrative." Storyworlds: A Journal of Narrative Studies 8, no. 2 (2016): 53. http://dx.doi.org/10.5250/storyworlds.8.2.0053.

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Thomas, Catherine C., Nicholas G. Otis, Justin R. Abraham, Hazel Rose Markus, and Gregory M. Walton. "Toward a science of delivering aid with dignity: Experimental evidence and local forecasts from Kenya." Proceedings of the National Academy of Sciences 117, no. 27 (June 24, 2020): 15546–53. http://dx.doi.org/10.1073/pnas.1917046117.

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How can governments and nonprofits design aid programs that afford dignity and facilitate beneficial outcomes for recipients? We conceptualize dignity as a state that manifests when the stigma associated with receiving aid is countered and recipients are empowered, both in culturally resonant ways. Yet materials from the largest cash transfer programs in Africa predominantly characterize recipients as needy and vulnerable. Three studies examined the causal effects of alternative aid narratives on cash transfer recipients and donors. In study 1, residents of low-income settlements in Nairobi, Kenya (N =565) received cash-based aid accompanied by a randomly assigned narrative: the default deficit-focused “Poverty Alleviation” narrative, an “Individual Empowerment” narrative, or a “Community Empowerment” narrative. They then chose whether to spend time building business skills or watching leisure videos. Both empowerment narratives improved self-efficacy and anticipated social mobility, but only the “Community Empowerment” narrative significantly motivated recipients’ choice to build skills and reduced stigma. Given the diverse settings in which aid is delivered, how can organizations quickly identify effective narratives in a context? We asked recipients to predict which narrative would best motivate skill-building in their community. In study 2, this “local forecasting” methodology outperformed participant evaluations and experimental pilots in accurately ranking treatments. Finally, study 3 confirmed that the narrative most effective for recipients did not undermine donors’ willingness to contribute to the program. Together these studies show that responding to recipients’ psychological and sociocultural realities in the design of aid can afford recipients dignity and help realize aid’s potential.
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Lin, Li, and Lu Wan. "Kansei design method based on product narrative design element analysis." International Journal of Arts and Technology 12, no. 4 (2020): 1. http://dx.doi.org/10.1504/ijart.2020.10032042.

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Wan, Lu, and Li Lin. "Kansei design method based on product narrative design element analysis." International Journal of Arts and Technology 12, no. 4 (2020): 283. http://dx.doi.org/10.1504/ijart.2020.112634.

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Spencer, Trina D., and Douglas B. Petersen. "Narrative Intervention: Principles to Practice." Language, Speech, and Hearing Services in Schools 51, no. 4 (October 2, 2020): 1081–96. http://dx.doi.org/10.1044/2020_lshss-20-00015.

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Purpose Narrative interventions are a class of language interventions that involve the use of telling or retelling stories. Narrative intervention can be an efficient and versatile means of promoting a large array of academically and socially important language targets that improve children's access to general education curriculum and enhance their peer relations. The purpose of this tutorial is to supply foundational information about the importance of narratives and to offer recommendations about how to maximize the potential of narrative interventions in school-based clinical practice. Method Drawing from decades of cognitive and linguistic research, a tutorial on narratives and narrative language is presented first. Ten principles that support the design and implementation of narrative interventions are described. Results Clinicians can use narrative intervention to teach story grammar, complex language, vocabulary, inferencing, and social pragmatics. Storytelling, as an active intervention ingredient, promotes the comprehension and production of complex language. Conclusion When narrative intervention is implemented following a set of principles drawn from research and extensive clinical experience, speech-language pathologists can efficiently and effectively teach a broad set of academically and socially meaningful skills to diverse students.
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Zagalo, Nelson. "Narrative Design of Sadness in Heavy Rain." Journal of Science and Technology of the Arts 9, no. 2 (September 8, 2017): 47. http://dx.doi.org/10.7559/citarj.v9i2.246.

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Kang,Hyun-Ok. "Communication Design for Narrative of Image Text." Journal of Digital Design 12, no. 2 (April 2012): 249–58. http://dx.doi.org/10.17280/jdd.2012.12.2.024.

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Lee, Dong-Hwan. "Narrative Functions of Sound Design in Films." Journal of the Korea Contents Association 13, no. 12 (December 28, 2013): 626–37. http://dx.doi.org/10.5392/jkca.2013.13.12.626.

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38

Bizzocchi, Jim, M. A. Ben Lin, and Joshua Tanenbaum. "Games, narrative and the design of interface." International Journal of Arts and Technology 4, no. 4 (2011): 460. http://dx.doi.org/10.1504/ijart.2011.043445.

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39

Bibi, Sarah, Dian Shinta Sari, and Muhammad Iqbal Ripo Putra. "The design of multimedia storytelling." ELT Forum: Journal of English Language Teaching 9, no. 1 (July 21, 2020): 16–26. http://dx.doi.org/10.15294/elt.v9i1.34614.

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In teaching English, the use of media is essential to underpin and facilitate the process. With the recent waves of Technology, some teachers also make an exercise of a digital platform to develop new Media. It is easier to attract students to follow the lesson and also increase their pursuit of learning. This research directed to how the design of digital storytelling to teach narrative for students. The researcher used Educational Research and Development cycle from Borg and Gall (2007) which adjusted into five steps, namely (1) research and information gathering, (2) planning, (3) preliminary product developing, (4) preliminary field testing, and (5) primary product revision. The result of the research shows that digital storytelling can be utilised as a medium to teach narrative. The purpose of the medium must be communicative and attractive for the students. Equally, for the students, they are interested in using digital storytelling medium to learn about narrative. Hence, digital storytelling is designed to occupy those needs and is expected to be useful to teach narrative.
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Ropo, Arja, and Ritva Höykinpuro. "Narrating organizational spaces." Journal of Organizational Change Management 30, no. 3 (May 8, 2017): 357–66. http://dx.doi.org/10.1108/jocm-10-2016-0208.

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Purpose The purpose of this paper is to explore the narrative nature of organizational spaces and how these narratives influence human action. The study introduces a notion of “narrating space” that emphasizes a narrative construction of space that is dynamic and performative. The study joins the recent material and spatial turn in organization studies where spaces are not considered merely as a container or a context to organizational action, but as a dynamic and active force. Design/methodology/approach The study draws on the triadic conception of space of Henry Lefebvre (1991). Lefebvre developed three interconnected dimensions of space: conceived, perceived and lived space. Space can be conceived as an abstract architectural plan or perceived through the practice of space. The dimension that integrates these two is the lived space. Spaces are experienced through emotions, imagination and embodied sensations. Instead of being a passive object, spaces become active and performative through the human engagement. They carry narratives that change their form as time passes by. The study embraces aesthetic, embodied epistemology where sensuous perceptions are considered as valid knowledge. Findings The study applies an aesthetic and dynamic approach to space and illustrates how spaces carry performative and processual narratives. These narratives are based on lived experience through personal, embodied experience, memories and sensuous perceptions. The illustrations also show that narratives change over time. Research limitations/implications A narrating space concept is characterized by being subjective, dynamic and temporal. Furthermore, it is pointed out that space is constructed through sense-based experiences. A metaphor of an amoeba is offered to depict the nature of the phenomenon. The amoeba metaphor points out that space narratives are dynamic and changing. The study adds to a better awareness of space as a sensuous narrative. Beyond being an isolated personal experience, the study and the illustrations enhance a material view to organizational narratives. Practical implications The study suggests that managers, architects and designers should take notice of spaces as narratives that involve temporal and sensuous experiences when planning and (re)designing work environments. Due to the subjective and temporal nature of organizational spaces they are manageable only to a limited extent. Therefore, to appreciate an active narrating nature of organizational spaces, employee involvement in planning and (re)designing spaces is encouraged. Originality/value First, the paper enhances the awareness of organizational spaces as sensuous narratives. Second, it adds a material aspect to narratives. Third, it advances an aesthetic and embodied approach to narrative organization research.
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Hoekman, Bernard, and Douglas Nelson. "How Should We Think about the Winners and Losers from Globalization? A Reply to Nicolas Lamp." European Journal of International Law 30, no. 4 (November 2019): 1399–408. http://dx.doi.org/10.1093/ejil/chz070.

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Abstract How should we think about the winners and losers from globalization? What role can narrative analysis play in doing so? We argue that to be useful, identifying politically relevant narratives on the distributional effects of globalization, and the role played by trade agreements in fostering such effects, must have an empirical basis. Characterizing different narratives and inferring from each the implications for the (re-)design of international agreements without analysis whether the suggested policy reforms will help losers from globalization does not advance matters. Effectively employed, narrative analysis can extend our knowledge of the politics of trade and policy towards globalization more generally. To do so, it must have an analytical foundation, centre on the relationship of the narrative to the facts, ask which narrative is more persuasive based on empirical evidence and assess whether inferred policy implications will address the core issues of concern to those who employ the narrative.
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Logunova, Larisa, and Vladislav Rychkov. "Memory Field: Design and Fight of Narratives." Ideas and Ideals 12, no. 4-1 (December 23, 2020): 191–213. http://dx.doi.org/10.17212/2075-0862-2020-12.4.1-191-213.

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The policy of memory is a strategy of interaction between power institutions and social groups in the public space on issues of national history. Images of social memory are used by actors to create narratives – complete, plot-complete narratives of past events. Social groups declare their identity and the right to their own interpretations of historical events through the creation of narratives. The clash of alternative interpretations of events leads to a mnemonic conflict, which is the reflection of the political struggle for the right to memory. Dialogue and mediation are tools of memory policy. The logic of this policy implies reconciliation and solidarity of all social groups that have survived a single historical fate, but have a differentiated social memory. People remember how these events reflected on the fate of their families. The methodology of researching the politics of memory is based on sociocultural and historical-comparative analysis, combines phenomenological and constructivist approaches. In analyzing the problem, the article uses the theory of attraction fields of P. Bourdieu. Such a methodological construction helps to study the field structures of social memory, the specifics of constructing a narrative, and the possibilities of a political solution to the mnemonic problems of the nation. The policy of memory is presented as a tool for managing public consciousness in the mental structures of the community. It is contradictory, ideologically determined, involves the collision or coordination of alternative narratives. The structures of power that determine the rules of the “game” on the “memory field”, articulating “official narratives”, have the right to decide on the priority strategy of memory policy. But the influence on the formation of memory policy strategies is possessed by any social groups representing “unofficial” narratives. The construction of a memory policy is based on strategies — targeted, sequential actions that assert in the collective consciousness the version of national history as dominant. Strategies are embodied in variable scenarios - tactical measures of a situational nature that determine the moves and placement of acting characters for the implementation of strategies. The authors identified the main types of memory policy strategies: reproach (realization of a “martyrdom”), oblivion of the tragic past (crowding out facts contradicting “heroic” interpretations from official narratives), conflict of interpretations (contradicting “official” and “unofficial” narratives), dialogue (discourse and coordination of interpretations) with the relevant scenarios of the development of the political situation - the chanting of “historical greatness”, silence, repentance, contradictory narratives, reconciliation and solidarity . The result of the analysis of the problems of social memory in Russia are the theoretical constructs of the narrative confrontation with the following options for scenario solutions that formulate memory policy strategies.
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Bonnin, Gaël, and Mauricio Rodriguez Alfonso. "The narrative strategies of B2B technology brands." Journal of Business & Industrial Marketing 34, no. 7 (August 5, 2019): 1448–58. http://dx.doi.org/10.1108/jbim-03-2019-0112.

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Purpose With the rise of digital media and content marketing, business-to-business (B2B) technology firms increasingly use narratives in their marketing strategy. If research has studied the impact of narrative on audiences, the structuration of the narrative strategies is still an overlooked area. The purpose of this paper is to understand the structuration of narrative strategies. Design/methodology/approach Authors studied the cases of narratives on the Internet of Things produced by two leading technology firms, IBM and Cisco, between 2012 and 2016. Material includes advertising campaigns, blogs, written customer cases, white papers, public speeches and selling discourses. Findings The research highlights the importance of metanarratives as the core of the structuration of seemingly different contents. It also shows how firms tap into fundamental mythic archetypes and broader sociocultural narratives to try and legitimate the emerging technology. Finally, research also introduces the concept of transmedia strategy and illustrates its use by the two firms studied. Research limitations/implications The results are based on only two cases of multinational firms, limiting the generalization of the findings. Practical implications The results of the research may encourage firms to use more narrative branding strategies. They also offer directions for the key elements to manage when elaborating a narrative strategy (defining key metanarratives, identifying and using broader sociocultural narratives, designing a transmedia strategy). Originality/value The paper is among the first to try to understand the structuration of narrative branding strategies. While exploratory, it contributes to research on B2B branding and digital branding by bringing the narrative into B2B branding research.
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M. Zavattaro, Staci. "Re-imagining the sustainability narrative in US cities." Journal of Place Management and Development 7, no. 3 (October 7, 2014): 189–205. http://dx.doi.org/10.1108/jpmd-03-2014-0005.

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Purpose – The purpose of this paper is to explore how US cities are communicating a sustainability narrative. Based on an analysis, cities are using a sustainability narrative focusing on environmental sustainability and consumption. Critical theory is introduced as a means to imagine alternative narratives. Design/methodology/approach – Exploratory in nature, this study relied on qualitative media analysis to analyze documents and images gathered from 22 US city websites. Critical theory is then introduced to provide a conceptual way forward from the status quo narrative form. Findings – Cities are utilizing environmental narratives largely, rather than including social and economic interests inherent within holistic sustainability practices. Moreover, cities are promoting sustainability as consumption, a practice that is inherently not sustainable. Critical theory explains that marketers are relying on the “status quo” when it comes to crafting a sustainability narrative. Practical implications – Destination marketing managers can think outside of given narratives to create their own sustainability stories that might help the place achieve a competitive advantage. Originality/value – Knowledge into sustainability marketing practices is extended by revealing a consumption narrative and utilizing critical theory to move beyond this status quo.
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Jordan, Patrick W., Andy Bardill, Kate Herd, and Silvia Grimaldi. "Design for Subjective Wellbeing: Towards a Design Framework for Constructing Narrative." Design Journal 20, sup1 (July 28, 2017): S4292—S4306. http://dx.doi.org/10.1080/14606925.2017.1352926.

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Pashangzadeh, Ashkan, Moussa Ahmadian, and Hooshang Yazdani. "From Narativity to Criticality: Developing EFL Learners’ Critical Thinking Skills through Short Narratives/Stories Reading." Education and Linguistics Research 2, no. 1 (March 29, 2016): 98. http://dx.doi.org/10.5296/elr.v2i1.8952.

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<p class="Default">Regarding the ever presence of narratives/stories in almost all aspects of human beings’ lives and the significance of Critical Thinking (CT) as an important factor in directing students to avenues of success in both educational and non-educational contexts, this study attempted to investigate the effectiveness of reading short narratives in EFL learners’ CT skills development. To this end, 59 undergraduate EFL learners majoring in English translation participated in the study. Taking into consideration the participants’ homogeneity in language proficiency and CT skills, 54 were finally selected and put into two experimental and control groups, namely, Narrative and Non-narrative groups, and 27 participants in each group. Short narrative and non-narrative (expository) texts, as elicitation tasks, were used for Narrative and Non-narrative groups respectively. Using a learner oriented approach, communicative reading strategies were incorporated into the course design for both groups. Statistical results, under the influence of 12 treatment sessions, indicated the out-performance of Narrative group, in comparison with Non-narrative one, from the pretest to the post-test (California Critical Thinking Skills Test, CCTST). Possible explanations for the difference in participants’ CT skills and potential pedagogical implications of the findings for language learning and teaching have been discussed.</p>
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Yang, Chao-Ming, and Tzu-Fan Hsu. "New Perspective on Visual Communication Design Education: An Empirical Study of Applying Narrative Theory to Graphic Design Courses." International Journal of Higher Education 6, no. 2 (April 12, 2017): 188. http://dx.doi.org/10.5430/ijhe.v6n2p188.

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Visual communication design (VCD) is a form of nonverbal communication. The application of relevant linguistic or semiotic theories to VCD education renders graphic design an innovative and scientific discipline. In this study, actual teaching activities were examined to verify the feasibility of applying narrative theory to graphic design courses. Matched group design was employed to equally divide 30 participants into experimental and control groups, who participated in distinct activities over a 4-week period. The results revealed that incorporating narrative theory into graphic design courses enabled increasing students’ poster design capabilities across various dimensions, including thematic concept, image creativity, and visual aesthetic. Narrative is a storytelling method. Applying narrative techniques to VCD not only facilitates the creativity of designers, but also elicits the audience’s visual memory, thereby encouraging a bidirectional communication between the two entities.
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Vasquez, Camilla. "Examining the role of face work in a workplace complaint narrative." Narrative Inquiry 19, no. 2 (December 16, 2009): 259–79. http://dx.doi.org/10.1075/ni.19.2.04vas.

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In recent years, interest in examining the diverse functions and features of oral narratives told in workplace contexts has grown alongside the body of research investigating the role of language in enacting politeness in the workplace. Yet, to date, there has been little integration of these two strands of inquiry. This paper forges a link between linguistic politeness and some social functions of institutional narratives. Specifically, the micro-analysis of one narrative taken from a corpus of teacher/supervisor feedback sessions demonstrates how the narrator, a novice teacher, negotiates the telling of a complaint narrative to her supervisor along with the politeness demands embedded in the local context of telling. I argue that the speaker’s contradictory evaluation of her situation interacts with linguistic politeness (i.e., the need to mitigate a “face-threatening act”) in the situated telling of this narrative. Finally, in the spirit of recent work on narrative, which calls for increased attention to context in narrative activities, this paper highlights the importance of considering the interrelationships among factors such as face work, recipient design, production circumstances, and institutional roles and relationships among speakers, in the analysis of institutional narratives.
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Krieken, Kobie van. "How reading narratives can improve our fitness to survive." Narrative Inquiry 28, no. 1 (September 27, 2018): 139–60. http://dx.doi.org/10.1075/ni.17049.kri.

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Abstract Previous research has argued that narrative is an evolutionary adaptation, offering advantages in terms of survival and reproductive successes. It is yet unclear, however, how narratives may promote our fitness to survive. Integrating developments in narrative theory, evolutionary psychology, communication science, and cognitive neuroscience, this article presents a Mental Simulation Model that explains the mechanisms through which narratives prepare us for potential life-threatening events in the future. The model proposes that the design features of narrative (setting, perspective, and action) facilitate various distinctive processes of mental simulation (transportation, identification, and action simulation). It is argued that these simulation processes are capable of enhancing our fitness to survive in distinct but complementary ways. The article offers testable propositions and discusses empirical implications.
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Gardner-Elahi, Catherine, and Sannam Zamiri. "Collective narrative practice in forensic mental health." Journal of Forensic Practice 17, no. 3 (August 10, 2015): 204–18. http://dx.doi.org/10.1108/jfp-10-2014-0034.

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Purpose – Narrative Therapy offers thinking and practices which can support the development of narratives of desistance and recovery. The purpose of this paper is to discuss the two ways in which collective narrative practice has been used in a Low Secure Forensic Recovery Service: The Tree of Life and the Knowledge Group, including the evaluation of the Knowledge Group. Design/methodology/approach – The therapeutic approach taken was collective narrative practice. The evaluation design for the Knowledge Group was service user led, resulting in a qualitative approach: a focus group that was thematically analysed. Findings – Collective narrative practice offered service users the opportunity to enhance their narratives of strength and desistance, and to contribute socially by sharing this with others. This encouraged the development of identities beyond the “patient” and “offender” identities. It gave service users the opportunity to take a position of expertise and power where they were listened to and respected. Research limitations/implications – There is a wide range of possibility for the creative use of these strategies in forensic settings. They are a useful addition to the forensic practitioner’s toolkit. Practical implications – There is a wide range of possibility for the creative use of these strategies in forensic settings. They are a useful addition to the forensic practitioner’s toolkit. Social implications – Collective narrative practice positions service users as taking social action, for example sharing their experiences with other services users, in educational contexts and for wider social understanding. Originality/value – The therapeutic interventions described offer a promising approach which has not yet been fully exploited for use in forensic mental health services, including a novel approach to collective narrative practice.
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