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        <identifier>oai:figshare.com:article/32632986</identifier>
        <datestamp>2026-10-01T17:06:55Z</datestamp>
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          <dc:title>Maze³: a practice-based research inquiry into interactive documentary in 'post-conflict' Northern Ireland</dc:title>
          <dc:creator>Jamie McRoberts (24165345)</dc:creator>
          <dc:subject>PUREID: 330216804</dc:subject>
          <dc:subject>Post-conflict Northern Ireland</dc:subject>
          <dc:subject>prison</dc:subject>
          <dc:subject>Maze</dc:subject>
          <dc:subject>documentary</dc:subject>
          <dc:description>This research explores an existing, yet under-researched overlap between ‘post-conflict’ storytelling and the emerging form of interactive documentary. A tension is highlighted between high levels of authorial control over narratives and low levels of agency among audiences in the interpretation of traditional, audio-visual storytelling. Interactive documentary, as a user-centric and multi-narrative media form, is introduced as a potential means to engage audiences with stories of conflict in new and creative ways. &lt;br&gt;&lt;br&gt;As a conceptual framework and, in an attempt to understand and bridge the gap between the fields of interactive documentary and post-conflict storytelling, Gaudenzi's (2013] taxonomy of four modes of interactivity is applied to critically analyse existing case examples of interactive documentaries that negotiate narratives of conflict: Gaza/Sderot [2008], 18 Days in Egypt (2011), Streets of Belfast (2015), and Gone Gitmo (2007). &lt;br&gt;&lt;br&gt;Multiple methodological approaches are adopted to explore the field of interactive documentary, specifically in its potential application to negotiate stories of conflict. Primarily, I adopt a practice-led inquiry as central, which involves the experimentation and development of various interactive storytelling technologies that culminates in the creation of Maze3: An Interactive Documentary. Maze3 offers a virtually simulated, navigable version of the Maze and Long Kesh prison, a significant and contested symbol of the Northern Ireland conflict Through reflection on the creative process of making Maze3, 1 outline some of the key decision points in my quest to create an artefact that embodies key interactive characteristics, such as user agency, multi-linearity, polyvocality, sense of presence and environmental contextualisation. &lt;br&gt;&lt;br&gt;A qualitative, phenomenographic research study of users’ experiences of interacting with Maze3 follows, adopting screen-capture observation and ‘think-aloud’ techniques. This aspect of the inquiry elucidates the potential role that interactive documentary can play in post-conflict societies, by exploring real-world experiences and implications of engaging with an interactive documentary, such as Maze3. &lt;br&gt;&lt;br&gt;This research offers various contributions, but, principally, it contributes to deeper understandings of practice-led research and the potential role of interactive documentary practice to storytelling within post-conflict Northern Ireland.&lt;br&gt;&lt;br&gt;Accompanied by a videodisc (DVD) "Maze3 : an interactive documentary" - supplementary digital file is not available at present.&lt;br&gt;</dc:description>
          <dc:date>2026-10-01T17:06:55Z</dc:date>
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          <dc:identifier>10.17034/32632986.v1</dc:identifier>
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