This paper discusses timing and pacing issues in Interactive Storytelling applications at the conceptual level. Herein, aspects of both, the authoring process and the experiencing of interactive stories are considered. Undoubtedly, interactive stories and Interactive Storytelling applications provide a huge potential as basis for any kind of dialogue based, game based, or 'serious' edutainment application. On the other hand - and in contrast to linear, pre-scripted and less interactive applications, such as films, books or life performances - the challenge of developing applications based on interactive stories lies in the interactivity and possible 'free scenes'. By free scenes we refer to interactive elements such as chatting with a virtual character, 'playing' with an interactive installation in a museum, or performing on-site rallies ('unguided' tours), enabling users to interactively explore the content space and acquire knowledge in their individual style and pace.
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