1st Edition

Storytelling for Spatial Computing and Mixed Reality The Art of Augmenting Imagination

By Rob Morgan Copyright 2025
310 Pages 2 Color & 10 B/W Illustrations
by CRC Press

310 Pages 2 Color & 10 B/W Illustrations
by CRC Press

310 Pages 2 Color & 10 B/W Illustrations
by CRC Press

Also available as eBook on:

This is a clear, accessible manual of storytelling techniques and learning activities for spatial computing, augmented reality and mixed reality. It covers the key skills that the next generation of digital storytellers will need, providing readers with practical tools for creating digital stories and adventures out in the real world.

Drawing on more than a decade of experience, veteran immersive storyteller Rob Morgan provides strategies and techniques for augmenting players and places with digital narrative. Readers will try out key ideas through a range of practical exercises, building up their own portfolio of augmented/spatial narrative projects.

Storytelling for Spatial Computing and Mixed Reality provides insight on everything from narrative pacing to conditional and emergent storytelling for augmented/spatial technology. Each chapter addresses key questions about the affordances - and ethics - of augmenting players' realities, helping students and practitioners explore this new storytelling frontier.

This book will be invaluable to students of game design, experience design and interactive narrative. It provides theories, best practices and case studies also relevant to creative professionals in games, XR, immersive theatre, theme parks and brand experience.

Preface: Play along

INTRODUCTION

Section 1: LEARNING FROM VR

1.0 - Learning from VR: Getting Started

1.1 - SEEING in VR

SEEING ≠ BELIEVING

SEEING WITH AGENCY

DIEGETIC AND FOVEATED SEEING

REBELLIOUS SEEING

From SEEING in VR to IMAGINING and STAGING in Augmented/Spatial

1.2 - BEING in VR

OUT-OF-BODY EXPERIENCE

PROTAGONIST-AGNOSTIC VR IDENTITIES

CHARACTERISED VR IDENTITIES

IDENTITY-DISCOVERY

From BEING in VR to IDENTITY-BUILDING and BEING-THERE in Augmented/Spatial

1.3 - BEING SEEN in VR

FEELING SEEN

THE SWAYZE EFFECT

BEING (UN)SEEN

From BEING SEEN in VR to BEING SELF-CONSCIOUS and OCCUPYING SPACE in Augmented/Spatial

1.4 - JUXTAPOSITIONS: Moving from Virtual Realities to Augmented/Spatial Realities

PARALLEL REALITIES

UNIFIED SENSORY MODELS

THE DRAGON’S CAVE

HYBRID REALITIES

Section 2: AUGMENTING PLAYERS

2.0 - Augmenting Players: Getting Started

2.1 - Imagining

ACTIVE CREATION OF BELIEF

BEGINNING AUGMENTATION

Plausibility

Desireability

Faits Accompli

2.2 - Identity-Building

NOT QUITE YOURSELF

PROTAGONIST-AGNOSTIC VS. ROLEPLAY IDENTITIES

Protagonist-Agnostic Identities: Possible Selves

Roleplay Identities: Performance of Self

Five C’s of Compelling Roleplay Characterisation

THREE TECHNIQUES FOR BUILDING AUGMENTED IDENTITY

Discovering IDENTITY: Augmented Anagnorisis

IDENTITY-DISCOVERY IN IMMERSIVE THEATRE

Asserting IDENTITY: Mise-en-self

Blending IDENTITIES & Building Complicity

ONGOING IDENTITIES

2.3 - Self-Consciousness

THIS IS WHERE YOU COME IN

DIEGETIC SELF-CONSCIOUSNESS

AUGMENTED SELF-CONSCIOUSNESS

PLAYER-AS-PERFORMER

A WORD OF CAUTION: AUGMENTING/APPROPRIATING OTHERS

UNRELIABLE PROTAGONISTS

DISCOVERING OTHERS

2.4 - From AUGMENTING PLAYERS to AUGMENTING PLACES

SECTION 3: AUGMENTING PLACES

3.0 - Augmenting Places: Getting Started

PLACE VS SPACE

LOCATIVE CATEGORIES

Location-Agnostic Experiences

Location-Specific Experiences

Generic Places

Location-Portable Design

Roomscale/At-home

Table-Scale

3.1 - STAGING

ALL THE WORLD’S A STAGE

3.1.1 - General Augmented STAGING

GENERAL PRINCIPLES OF HYBRID SPATIONARRATIVES

GENERAL AUGMENTED STAGING: LAYOUT

Augmenting Spatial Elements

Paths

Landmarks

Hubs

Edges

Districts

GENERAL AUGMENTED STAGING: SPATIAL PACING

Agency and Pacing

Diegetic and Nondiegetic Durations

Conditional Pacing

Roomscale/At-home Pacing

Digital Pacing for Real Objects

Emergence and Serendipity

GENERAL AUGMENTED STAGING: BOUNDARIES

Videogame Boundaries

Augmenting Boundaries

Foveating Space

Diegeticizing Boundaries

Social Boundaries

3.1.2 - Location-Specific STAGING

LOCATION-SPECIFIC STAGING: SURFACING LAYERS OF HISTORY

It Happened Here

LOCATION-SPECIFIC STAGING: LAYOUT

The Language of Space

Uncritical Paths: Goldeneye

Augmenting Spatial Elements: The Location-Specific Approach

Paths

Landmarks

Hubs

Edges

Districts

LOCATION-SPECIFIC STAGING: SPATIAL PACING

Conditional Pacing: Spatial Gates

Game State

Digital Pacing with Physical Performers

LOCATION-SPECIFIC STAGING: BOUNDARIES

Foveating Space

3.2 - Being There

FOUND YOU

BEING THERE THROUGH NAVIGATION

EGOCENTRIC AND ALLOCENTRIC

SPATIAL AGENCY: FORKS

Distinct

Navigable

Asymmetrical

Expressive

SPATIAL AGENCY: HUBS

3.3 - Occupying Space

FINDING YOURSELF

SPATIAL SUBJECTIVITY: VANTAGE POINTS

SPATIAL SUBJECTIVITY: PLAYER-AS-PERFORMER

MAPS OF OURSELVES

COMMON GROUND

Section 4: DIVERGENT REALITIES

JOURNEY THROUGH SPACE

BETTER THAN LIFE: CUSTOMISED REALITIES AND AI

BUT IS IT ARt?: AR GRAFFITI, AND NON-ZERO-SUM CULTURES

AR BODIES, AR SELVES: RIGHTS IN AN AUGMENTED ERA

HOW DO WE KNOW WHEN IT ENDS?

Appendix A: Inclusion, Accessibility and Safety

Appendix B: Sliders for Defining Augmented/Spatial Experiences

Appendix C: Example Concept Development Framework

Glossary

Biography

Rob Morgan is a writer, experience designer, digital dramaturg and founder and creative director of London-based AR design studio Playlines. Rob writes and narrative-designs award-winning VR, AR and spatial computing experiences, and has helped create story worlds and immersive experiences for some of the world’s largest licences, attractions and cultural institutions. He is a Visiting Fellow at King’s College London and lectures widely on immersive design, storytelling and AR ethics.

"A crucial exploration of how augmented reality can redefine storytelling through the blending the digital with the physical. The book is an essential guide for understanding AR and for navigating and shaping the future of immersive experiences."

Leighton Evans, Associate Professor in Media Theory, Swansea University.

"A vision for storytelling in the coming age of spatial computing. Offering a mix of practical guidance and speculative theory, Morgan equips readers for the narrative possibilities ahead. A primer and a gateway to next-gen storytelling in virtual worlds of all kinds."

Jay Springett, Researcher & Worldrunner.