We highlight some of the characteristics of existing technical approaches to the management of interactive experiences and motivate computational models of influence, a technique we are developing to aid drama managers in the persuasion of players to make decisions that are consistent with
an author’s goals. Many of the existing approaches to managing interactive experiences have focused on the physical manipulation
of the environment, but we argue instead for the use of theories from social psychology and behavioral economics to affect
the adoption of specific goals by the player.