<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Harley, Daniel</style></author><author><style face="normal" font="default" size="100%">Grambart, Stefan</style></author><author><style face="normal" font="default" size="100%">Skazufka Bergel, Rodrigo</style></author><author><style face="normal" font="default" size="100%">Mazalek, Ali</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Together Alone: A Tangible Online Narrative</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">TEI '22</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">board games</style></keyword><keyword><style  face="normal" font="default" size="100%">embodied</style></keyword><keyword><style  face="normal" font="default" size="100%">escape room</style></keyword><keyword><style  face="normal" font="default" size="100%">Games</style></keyword><keyword><style  face="normal" font="default" size="100%">narrative design</style></keyword><keyword><style  face="normal" font="default" size="100%">role-playing</style></keyword><keyword><style  face="normal" font="default" size="100%">tangible</style></keyword><keyword><style  face="normal" font="default" size="100%">Video conferencing</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2022</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">https://doi.org/10.1145/3490149.3501311</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Association for Computing Machinery</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><isbn><style face="normal" font="default" size="100%">9781450391474</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">We present an online narrative using video conferencing that is designed to facilitate collaborative storytelling using physical objects. Although research into the use of video conferencing platforms for storytelling and games is limited, we suggest that there is much to learn from a design space that includes interpretations of popular game formats like escape rooms, role-playing games, and board games. Drawing on examples from online and offline contexts, we focus on the tangible and embodied characteristics of these forms of play to identify narrative design opportunities for video conferencing platforms. We contribute the documentation of our research through design process, resulting in three preliminary design recommendations to help facilitate tangible and embodied remote storytelling.</style></abstract></record></records></xml>