International Journal of Interactive Mobile Technologies (iJIM) – eISSN: 1865-7923 – Vol. 15, No. 20, 2021 Paper—Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis https://doi.org/10.3991/ijim.v15i20.23713 Norbayah Mohd Suki1(), Norazah Mohd Suki2, Rosliza Ahmad3 1Universiti Utara Malaysia, Sintok, Malaysia 2Universiti Utara Malaysia, Kuala Lumpur, Malaysia 3Universiti Selangor, Selangor, Malaysia bayasuki@yahoo.com Abstract—The explosions of new media led the studies of interactive story- telling in the area of creative industry. Future research directions are call upon for the growth benefits of this research field. Thus, this study aims to assess the evo- lution of publication trends in interactive storytelling between the year of 1996 to 2020 through a bibliometric analysis. A sample of 795 studies from the SCOPUS database were analysed via the VOSviewer and Harzing’s Perish or Publish soft- ware tools to distinguish research activity on interactive storytelling. The identi- fication of the dominant articles and authors are traced based on the event of the citations, publications, its location and network. The highest number of publica- tions is observed in 2011, with a total of 71 documents (8.93%). The subject of Computer Science is majorly depicted on the studies of Interactive Storytelling (53.5%), followed with Mathematics (24.53%). Meanwhile, the subjects of Engi- neering (7.30%), Social Sciences (6.47 %), and Arts and Humanities (3.99%) contributing to the total publications of Interactive storytelling. Furthermore, computer science and mathematics subject are the most represented for the stud- ies of Interactive Storytelling to explain the complexity and technicality aspects of the scientific narratives with the compelling features of the interactivity. Keywords—interactive storytelling, creative industry, bibliometric analysis, scopus, VOSviewer 1 Introduction Story is essential in our life. The convergences of technology and interactivity into narratives enrich the storytelling deliverances to the viewer [1]. The prospects of inter- active storytelling as the potential medium for promoting rich content in the creative industry should be taken into considerations by the industry player and the academia [2]–[3]. Minimal research has been investigated on evolution trends of interactive sto- rytelling globally. Thus, highlights on theinteractive storytelling analysis are carried out with the recommendation on the directions of the future research. Due to the importance of interactive storytelling to the creative industry growth, it is vital to determine its research trends and progression. Accordingly, this study aims to assess the evolution of 20 http://www.i-jim.org https://doi.org/10.3991/ijim.v15i20.23713 mailto:bayasuki@yahoo.com Paper—Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis publication trends in interactive storytelling between the year of 1996 to 2020 through a bibliometric analysis which is viewed through Scopus database. 2 Literature review Interactive storytelling is also known as Interactive narrative. Studies made by previ- ous researchers established that interactive storytelling happens digitally in the virtual world in the form of non-linear structure with certain control assigned to the user and this non-linearity affects the users through dramatic storyline, interactivity and charac- ter performances [4]–[5]. Interestingly, broad application of interactive storytelling can be seen in entertain- ment, infotainment and edutainment sectors globally [2, 3, 6]. Besides this, several medium of interactivity are identified by recent researchers for the interactive story- telling namely the Virtual Reality (VR) storytelling that utilizes virtual environments (VE), interactive 3D applications and Interactive web document arises that promotes user engagement to the topics through innovative storytelling approaches [6]–[8]. In searching about how interactive storytelling can be compelling to the user, the answer lies within numerous factors namely the augmentation of the real-world and physi- cally-based interaction to the narrative immersive experience influenced by the user actions thus lead to the active audience participation [9]. In addition, it is observed that the employment of user-friendly interaction using depth motion sensing and hand ges- tures control technology in storytelling, plus the interactive 3D applications enhances user experience, their exposure to geospatial data complexity, thus offering many choices in maneuvering the same story [8, 10]. This necessitate the need to venture the possibilities of interaction design, human-computer interaction, and user experience as the new disciplines that is quint essential for the representation and design of data interaction dynamics to the interactive storytelling field of study from the contexts of education [11]. In light of this, a bibliometric analysis is conducted to explore the evo- lution trends in interactive storytelling. 3 Methods Data of the current study were collected from Scopus database as at 13th Janu- ary 2020. A sample of 795 studies from the SCOPUS database were analysed via the VOSviewer and Harzing’s Perish or Publish software tools. Scopus database is acknowledged as the “largest single abstract and indexing database ever built” and the “largest searchable citation and abstract source of searching literature”. The query: TITLE (“Interactive storytelling”) was conducted with 795 search documents sought from the database. Research on interactive storytelling is conducted to find the structure of research based on the bibliometric analysis [12]. The structure and central themes of a research area is depicted using the combination of social network analysis [13]. The identification of current trends and future research avenues is made enable with a bibliometric analysis [14]. Figure 1 illustrates the research structure employed in this study. iJIM ‒ Vol. 15, No. 20, 2021 21 Paper—Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis Fig. 1. PRISMA flow diagram 4 Results 4.1 Document and source types Table 1 itemise that major documents types were derived from conference paper (74.5%), followed with article (16%) and conference review (6.3%). Table 1. Document type Document Type Freq. % Document Type Freq. % Conference Paper 592 74.5 Book Chapter 8 1.0 Article 127 16.0 Book 6 0.8 Conference Review 50 6.3 Editorial 1 0.1 Review 11 1.4 22 http://www.i-jim.org Paper—Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis Table 2 summarizes the source type published on interactive storytelling consists majorly of journals (43.5%), followed with conference proceedings (40.50% and book series (14%). The balances referred to books and trade publications. Table 2. Source type Source Type Frequency % (N=795) Journals 346 43.5 Conference Proceedings 322 40.5 Book Series 111 14.0 Books 13 1.6 Trade Publications 3 0.4 Total 795 100.00 4.2 Year of publications The evolution of published studies on interactive storytelling from 1996 to 2020 is illustrated in Figure 2. The highest number of publications is observed in 2011, with a total of 71 documents (8.93%). Fig. 2. Document by year 4.3 Languages of documents Table 3 presented the languages used in publications with English is the main pre- ferred language used (99.7%). English language is the most written language used for publications globally. iJIM ‒ Vol. 15, No. 20, 2021 23 Paper—Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis Table 3. Languages used for publications Language Frequency % (N=795) English 794 99.7 Spanish 2 0.3 Total 796 100.00 4.4 Subject area The subject areas are detailed in Table 4. The subject of Computer Science is majorly depicted on the studies of Interactive Storytelling (53.5%), followed with Mathematics (24.53%). The subjects of Engineering (7.30%), Social Sciences (6.47%) and Arts and Humanities (3.99%) contributing to the total publications of Interactive storytelling. The other subject areas covered in Interactive storytelling research are enumerated in Table 4. Respectively, it is observed that computer science and mathematics subject are the most represented for the studies of Interactive Storytelling to explain the complex- ity and technicality aspects of the scientific narratives with the compelling features of the interactivity. Table 4. Subject area Subject Area Frequency % (N=1329) Agricultural and Biological Sciences 3 0.23 Arts and Humanities 53 3.99 Biochemistry, Genetics and Molecular Biology 4 0.30 Business, Management and Accounting 2 0.15 Chemical Engineering 3 0.23 Computer Science 711 53.50 Decision Sciences 9 0.68 Earth and Planetary Sciences 2 0.15 Economics, Econometrics and Finance 2 0.15 Energy 1 0.08 Engineering 97 7.30 Environmental Science 1 0.08 Health Professions 1 0.08 Mathematics 326 24.53 Medicine 7 0.53 Neuroscience 1 0.08 Nursing 2 0.15 Physics and Astronomy 1 0.08 Psychology 16 1.20 Social Sciences 86 6.47 Undefined 1 0.08 Total 1329 100 24 http://www.i-jim.org Paper—Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis 4.5 Most active source titles The most active top 20 publishing venues are listed in Table 5 with the Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics topped the list with 299 documents. This is fol- lowed by the ACM International Conference Proceeding Series with 36 documents, the Ceur Workshop Proceedings with 12 documents and the Proceedings of The Interna- tional Joint Conference on Autonomous Agents and Multiagent Systems Aamas with 10 documents. Table 5. Top 20 active publishing Source Title No. of Documents % “Lecture Notes in Computer Science Including Subseries” “Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics” 299 45.65 “ACM International Conference Proceeding Series” 36 5.50 “Ceur Workshop Proceedings” 12 1.83 “Proceedings of The International Joint Conference on Autonomous Agents and Multiagent Systems Aamas” 10 1.53 “Conference on Human Factors in Computing Systems Proceedings” 9 1.37 “Aaai Workshop Technical Report” 8 1.22 “Entertainment Computing” 8 1.22 “Brazilian Symposium on Games and Digital Entertainment games” 7 1.07 “Computers in Entertainment” 7 1.07 “Aaai Fall Symposium Technical Report” 6 0.92 “International Journal of Arts and Technology” 6 0.92 “Aaai Spring Symposium Technical Report” 5 0.76 “International Conference on Intelligent User Interfaces Proceedings IUI” 5 0.76 “Lecture Notes in Artificial Intelligence Subseries of Lecture Notes in Computer Science” 5 0.76 “Proceedings of The European Conference on Games Based Learning” 5 0.76 “Communications in Computer and Information Science” 4 0.61 “Computers and Graphics Pergamon” 4 0.61 “IFIP Advances in Information and Communication Technology” 4 0.61 “Lecture Notes of The Institute for Computer Sciences Social Informatics and Telecommunications Engineering” 4 0.61 “12th International Conference on Autonomous Agents and Multiagent Systems 2013 Aamas 2013” 3 0.46 iJIM ‒ Vol. 15, No. 20, 2021 25 Paper—Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis 4.6 Keywords analysis The keywords analysis is crucial to indicate the author’s documents. The keyword analysis provides information about the research, primarily related topics (Wambu et al. 2017). There were 31% times of searches on keywords interactive storytelling (see Table 6). Table 6. Top 20 keywords Author Keywords Frequency % Interactive Storytelling 582 30.8 Human Computer Interaction 202 10.7 Artificial Intelligence 139 7.4 Virtual Reality 138 7.3 Interactive Narrative 104 5.5 Interactive Computer Graphics 77 4.1 User Interfaces 67 3.5 Interactive Stories 62 3.3 Storytelling 56 3.0 Computer Science 55 2.9 Computers 55 2.9 Education 49 2.6 Interactive Computer Systems 44 2.3 Computer Games 40 2.1 Interactivity 39 2.1 E-learning 38 2.0 Animation 36 1.9 Autonomous Agents 36 1.9 Planning 35 1.9 Digital Storytelling 34 1.8 Figure 3 indicated the network visualization map to understand the keywords anal- ysis related to interactive storytelling. The key research areas and tools were extracted using VOSviewer from these keywords. Cluster differentiation were made based on the colour and size of the circles through the connection of the link of co-occurrence representation between the two keywords. Relative font size is a measure of the relative popularity of the keywords (van Eck & Waltman, 2010). Human computer interaction, artificial intelligence, virtual reality, interactive narrative, interactive computer graph- ics, user interfaces and interactive stories are popular keywords pertaining to interactive storytelling. Meanwhile, Figure 4 embodied the word analysis of the total keywords specified in the author’s documents. 26 http://www.i-jim.org Paper—Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis Fig. 3. Author keywords dispersed in network visualization map from 1996 to 2020 Fig. 4. Word analysis of the total keywords in author’s documents 4.7 Geographical distribution of publications The research productivity indicators of individual countries pertaining to interactive storytelling are made based on the geographical distribution of publications. iJIM ‒ Vol. 15, No. 20, 2021 27 Paper—Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis Table 7 exhibits the top 20 countries that contributed to the publications which indicates the volume of publications productivity by countries. One of the top spot countries that published interactive storytelling is identified as United Kingdom is with 150 publica- tions (15.4%) from a total of 975 publications. United States ranked the second spot with 141 publications (14.5%). Meanwhile the third spot is occupied by Germany with 94 publications (9.6%). Table 7. Top 20 countries contributed to the publications Country Frequency % (N=975) Country Frequency % (N=975) United Kingdom 150 15.4 Spain 24 2.5 United States 141 14.5 Canada 23 2.4 Germany 94 9.6 Denmark 20 2.1 Portugal 62 6.4 Australia 19 1.9 Brazil 47 4.8 Japan 19 1.9 Netherlands 44 4.5 Switzerland 18 1.8 Italy 37 3.8 Austria 15 1.5 France 30 3.1 Greece 14 1.4 Singapore 27 2.8 Taiwan 13 1.3 South Korea 25 2.6 China 12 1.2 4.8 Authorship Table 8 displays the number of authors per document. There were 159 authors that writes about 1059 documents on interactive storytelling being published by multiple authors. Co-authorship networks has visualized the relations of the authors in a social context (Melin & Persson, 1996). In regards to the top 10 productive authors, 7 authors published more than 10 documents while the rest of the authors published less than 10 documents. Table 8. Most productive authors Author’s Name No. of Documents Percentage (%) M. Brehmer, B. Lee, B. Bach, N.H. Riche, T. Munzner 33 3.12 W.-Y. Hwang, R. Shadiev, J.-L. Hsu, Y.-M. Huang, G.-L. Hsu, Y.-C. Lin 29 2.74 D. Atwood-Blaine, D. Huffman 15 1.42 F. Garzotto, M. Gelsomini, F. Clasadonte, D. Montesano, D. Occhiuto 13 1.23 D. Harley, J.H. Chu, J. Kwan, A. Mazalek 11 1.04 M. Nakevska, A. van der Sanden, M. Funk, J. Hu, M. Rauterberg 11 1.04 A. Ramirez, V. Bulitko 10 0.94 G. Dizon 9 0.85 C. Roth, H. Koenitz 8 0.76 T. Wallbaum, S. Ananthanarayan, S.S. Borojeni, W. Heuten, S. Boll 7 0.66 28 http://www.i-jim.org Paper—Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis 4.9 Citation analysis The measurement of citation analysis is made upon patterns and frequency of cita- tions that linked from one document to another. The summarisation of citations metrics gained for the period of five years (2015–2020) were enumerated from Harzing’s Pub- lish software in Table 9. Table 9. Five years citations metrics for interactive storytelling Metrics Data Publication years 2015–2020 Citation years 5 (2015–2020) Papers 200 Citations 314 Citations/year 62.8 Citations/paper 1.57 Authors/paper 3.26 h-index 8 Table 10 presents the top 10 highly cited articles classified as the most influential paper. Out of 1059 documents, the highest number of cites is 33, written by M. Brehmer, B. Lee, B. Bach, N.H. Riche, T. Munzner with the title article of “Timelines Revis- ited: A Design Space and Considerations for Expressive Storytelling.” Article entitled “Effects of storytelling to facilitate EFL speaking using Web-based multimedia system” by W.-Y. Hwang, R. Shadiev, J.-L. Hsu, Y.-M. Huang, G.-L. Hsu, Y.-C. Lin (2016) held the second highest citations (29 times cited), followed by article “Mobile Gaming and Student Interactions in a Science Center: The Future of Gaming in Science Education” by D. Atwood-Blaine, D. Huffman (2017) was cited 15 times. Table 10. Top 10 highly cited articles Ref. Authors Title Year Cites Cites per Year 15 M. Brehmer, B. Lee, B. Bach, N.H. Riche, T. Munzner “Timelines Revisited: A Design Space and Considerations for Expressive Storytelling” 2017 33 11 16 W.-Y. Hwang, R. Shadiev, J.-L. Hsu, Y.-M. Huang, G.-L. Hsu, Y.-C. Lin “Effects of storytelling to facilitate EFL speaking using Web-based multimedia system” 2016 29 7.25 17 D. Atwood-Blaine, D. Huffman “Mobile Gaming and Student Interactions in a Science Center: The Future of Gaming in Science Education” 2017 15 5 18 F. Garzotto, M. Gelsomini, F. Clasadonte, D. Montesano, D. Occhiuto “Wearable immersive storytelling for disabled children” 2016 13 3.25 (Continued) iJIM ‒ Vol. 15, No. 20, 2021 29 Paper—Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis Ref. Authors Title Year Cites Cites per Year 19 D. Harley, J.H. Chu, J. Kwan, A. Mazalek “Towards a framework for tangible narratives” 2016 11 2.75 9 M. Nakevska, A. van der Sanden, M. Funk, J. Hu, M. Rauterberg “Interactive storytelling in a mixed reality environment: The effects of interactivity on user experiences” 2017 11 3.67 20 A. Ramirez, V. Bulitko “Automated Planning and Player Modeling for Interactive Storytelling” 2015 10 2 21 G. Dizon “Using Intelligent Personal Assistants for Second Language Learning: A Case Study of Alexa” 2017 9 3 22 C. Roth, H. Koenitz “Towards creating a body of evidence- based interactive digital narrative design knowledge: Approaches and challenges” 2017 8 2.67 23 T. Wallbaum, S. Ananthanarayan, S.S. Borojeni, W. Heuten, S. Boll “Towards a tangible storytelling kit for exploring emotions with children” 2017 7 2.33 5 Discussion This study assessed the evolution trends in interactive storytelling between the year of 1996 to 2020 through a bibliometric analysis which is viewed through Scopus data- base. The highest number of publications is observed in 2011. There were 795 studies in the field of interactive storytelling were retrieved from the SCOPUS database and then VOSviewer and Harzing’s Perish or Publish software were utilized for further analysis. Conference paper is the topdocument type produced with 592 documents, equivalent to 74.5%. The year 2011 recorded the highest number of publications with 71 documents, equivalent to 8.93%. However, the number of publications decrease in the year 2020 due to the impact of Covid-19 pandemic globally. English language tops the most written language used for publications, equivalent to 99.7%. Computer Science is the major subject depicted on the studies of Interactive Sto- rytelling with a frequency of 711, equivalent to 53.5%. Due to this, the Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics topped the active publishing list with 299 documents, equivalent to 45.65%. There were 159 authors that writes about 1059 documents on interactive storytelling being published by multiple authors. The article titled “Time- lines Revisited: A Design Space and Considerations for Expressive Storytelling tops the list with 33 citations within the range of 1059 documents out of 159 authors of the written documents. Table 10. Top 10 highly cited articles (continued) 30 http://www.i-jim.org Paper—Mapping the Evolution Trends in Interactive Storytelling: A Bibliometric Analysis 6 Conclusion In a nutshell, the total retrieved data of 795 documents will keep on increasing as it was made at the early stage of year 2020. However, as time pass by, the total number of annual publications declining in the year 2020 due to the issue of pandemic COVID-19 virus. More research is focussed on how to overcome the global pandemic instead of the other issue. The samples size retrieved are limited due to the limitation existed in the area of interactive storytelling. Future research is recommended to explore a larger number of documents for bibliometric analysis that consists of interactive narratives and non-linear storytelling with broader perspectives in the area of edutainment and creative industry in order to improve the generalisability of the study. Future research should also examine the aspects of social transmedia narratives as a tool related to the creative industry sustainable growth perspectives. 7 Acknowledgement The financial support for this work was made available by the Geran Penjanaan of Universiti Utara Malaysia with SO Code: 14591. 8 References [1] E. S. Lima, B. Feijó, and A. L. Furtado. (2020). “Adaptive storytelling based on person- ality and preference modeling,” Entertainment Computing, vol. 34, p. 100342. https://doi. org/10.1016/j.entcom.2020.100342 [2] Y. Lee and J. Lee. 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Prof. Dr. Norbayah Mohd Suki is an Associate Professor at School of Cre- ative Industry Management & Performing Arts, Universiti Utara Malaysia, Kedah, Malaysia. Her research interests include Creative Multimedia, Mobile Learning, Ani- mation, HCI, User Experience and Behaviour, etc. She can be reached at bayasuki@ yahoo.com. Professor Dr. Norazah Mohd Suki is a Professor of Marketing & E-Commerce at Othman Yeop Graduate School of Business (OYAGSB), Universiti Utara Malaysia. Her research interests include Marketing and E-Commerce. She can be contacted at: azahsuki@yahoo.com. Rosliza Ahmad is an Asisstant Lecturer at Faculty of Art and Design, Universiti Selangor. Her research interests include Visual Arts, Advertising, Multimedia Technol- ogy and Education. She can be reached at liezahmed@unisel.edu.my. Article submitted 2021-05-04. Resubmitted 2021-06-15. Final acceptance 2021-06-15. Final version published as submitted by the authors. iJIM ‒ Vol. 15, No. 20, 2021 33 mailto:bayasuki@yahoo.com mailto:bayasuki@yahoo.com mailto:azahsuki@yahoo.com mailto:liezahmed@unisel.edu.my