The Role of Narrative Structure in Location Based Experiences

Project Background

When I first started learning about show writing and experience design, I came across a series of articles on Blooloop written by Louis Alfieri and Tim Madison. These articles were the first “show writing specific” documents that I could find online. I used these articles for the basis of one of my graduate research papers.

In this paper, I explore different types of guests, narrative structures, and the correlation between the two. I then use Omega Mart as a case study to demonstrate how the correlation between guest types and narrative forms can be successfully implemented in a location-based experience.

I was fortunate to be able to share my research findings at the 2022 Themed Entertainment and Attractions Academic Symposium in conjunction with IAAPA and with the writing staff at Meow Wolf.

Abstract: For years, video game designers have created experiences that respond to user interactivity and choice. These experiences have been largely successful due in part to the narrative structures built into the game design. The same narrative structures used in video games and virtual reality can be transferred to location-based experiences (LBEs). By incorporating a variety of these narrative structures, designers can appeal to a broader audience. “Omega Mart,” the art installation created by Meow Wolf, is an example of how LBEs can utilize multiple narrative structures to create an inclusive and diverse experience for their guests.

Research Paper and Exhibit Analysis

TEAAS Presentation