2021, Larsen B.A., Carstensdottir E. In: Interactive Storytelling. Springer
A framework and analysis of "Perennial Games", long-running online games that tell ongoing stories, like Destiny, of which there is a case study. Compares perennial games with other perennial experiences, such as Wrestling or Doctor Who.
2020, Larsen B.A., Schoenau-Fog H. In: Foundations of Digital Games. ACM.
An investigation of different kinds of Detective Games, and why not all games let the player be the detective, but only let them follow one instead.
2019, Larsen B.A., Bruni L.E., Schoenau-Fog H. In: Interactive Storytelling. Springer
An investigation of the emergent narrative field and a definition of the term "Afterstory", the specific, retellable story of a play experience, and its relation to the retelling itself.
2019, Larsen B.A., Schoenau-Fog H. In: Interactive Storytelling. Springer
Best Short Paper Award Winner. A preliminary exploration of "storyworld adaptivity", when the game adapts to player behaviour without altering the plot or narrative in a meaningful way, but rather acknowledges the player through the world.
2018, Schoenau-Fog H., Larsen B.A. In: Interactive Storytelling. Springer
A workshop on creating a storyworld for an adaptive real-time experience. I was an assistant on this.
2017, Larsen B.A. Masters Thesis. Aalborg University
My thesis on how games tell stories, on how narrative is shaped from a game and how the relationships between mechanics and context and fiction in the game creates that narrative. The thesis includes a framework and a discussion of each element, as well as supporting analyses of games.
2016, Larsen B.A., Schoenau-Fog H. In: Interactive Storytelling. Springer
An early look at the framework that later became my masters thesis, exploring how game mechanics influence the narrative quality of a game, through its relations to the other elements.
2015, Larsen B.A., Andkjær K.I., Schoenau-Fog H. In: Interactive Storytelling. Springer
An attempt at creating a relation model for social simulation using social "masks", differing behaviour based on who each character is situated next to and in what context. The implementation largely failed when compared to other social simulations, but it showed potential.