Virtual Worlds


1. Promote the understanding of the main theoretical and conceptual elements in the definition of interative and immersiva narrative, recognizing its historical trajectory and its plural interdisciplinary appropriations;

2. Promote the understanding and analytical appropriation about the expressive and communicative potentialities made possible by the language of digital media;

3. Promote the understanding and analysis of contemporary scientific knowledge in the sphere of user experience and human-centered design in the specific context of interactive and immersive narrative;

4. Operationalize interaction design strategies applied to na original digital project to be developed in subgroups;

5. Promote the acquisition of technological knowledge related to the digital interative creation process;

6. Promote the conception and operationalization of an interactive and/or immersive narrative project, based on the appropriation of digital creation platforms and tools.

General characterization





Responsible teacher

Paulo Nuno Gouveia Vicente


Weekly - 3

Total - 280

Teaching language



Available soon


Koenitz, H., Ferri, G., Haahr, M., Sezen, D. & Sezen, T. (Eds.) (2015). Interactive Digital Narrative: History, Theory and Practice. New York and London: Routledge.

Miller, C. (2019). Digital Storytelling: A creator's guide to interactive entertainment. London and New York. CRC Press.

Manovich, L. (2001). The Language of New Media. Massachusetts: MIT press.

Harriga, P. & Wardrip-Fruin, N. (coord.), (2004). First Person New Media as Story, Performance, and Game. Massachusetts: MIT press.

Salen, K. & Zimmerman, Eric (coord.), (2006). The Game Design Reader: A Rules of Play Anthology. Massachusetts: MIT press.

Salen, K. & Zimmerman, Eric (2004). Rules of Play: Game Design Fundamentals. Massachusetts: MIT press.

Teaching method

The curricular unit is organized in two components: (1) theoretical-practical, predominantly expository, presenting concepts and theories and discussing its implications in subgroups and in plenary; the analytical appropriation of concepts, theories and practices is carried out actively, using dynamics of direct participation by students; (2) laboratorial, predominantly oriented to the application of technological knowledge and its foundations, favoring the agile creation of prototypes of low and high fidelity. 

Evaluation method

frequency (20% of the final classification); in subgroups - research and analysis exercises (20% of the final classification)(40%), individual and in subgroups - creation and prototyping exercises (20% of the final classification), in subgroups - final prototype (40% of the final classification)(60%)

Subject matter

Module 1 - Fundamental definitions: from narratology to ludology in case studies. From the concept of "narrative" to "interaction" to "interactive narrative": Immersion, Presence, and Flow.

Module 2 - The language of digital media: paths and milestones of interactive and immersive narrative in case studies (virtual reality, augmented reality, interative digital games, interactive film).

Module 3 - Interdisciplinary scientific knowledge and interactive and immersive narrative: From Psychology to Cognitive Sciences.

Module 4 - Digital Creation Laboratory: Introduction to the fundamentals of multimedia. Introduction to online tools and platforms for non-linear/interactive and immersive digital production: script, flowchart, interface.


Programs where the course is taught: