Lind, Arlonsompoon P.Lind, Jonas B.Sørensen, Mads W.Jacobsen, Rasmus V.Whitehead, Sebastian M.Nikolov, IvanJorge, Joaquim A.Sakata, Nobuchika2025-11-262025-11-262025978-3-03868-278-31727-530Xhttps://doi.org/10.2312/egve.20251348https://diglib.eg.org/handle/10.2312/egve20251348As Large Language Models (LLMs) are becoming more widely spread as part of games and interactive media, more research is needed in introducing them in areas where they can provide deeper immersion, interactivity, and customization. The role of LLMs as storytellers and narrators has the potential for just that however, not enough research has been done focusing on how users react to real-time storytelling by AI. In this research, we test several factors associated with integrating LLM narrators in an interactive experience. Namely, acceptable narration delay for intentional and unintentional user-triggered interactions, for exploration of an environment, and in connection with the importance of the objects in the environment, and finally, how these factors are connected to user perception of LLM narration tonality in a VR historical setting. As part of the results, we provide recommendations for acceptable delays in narration, connecting narration to objects, and the choice of tonality of the LLM.Attribution 4.0 International LicenseCCS Concepts: Human-centered computing → Virtual reality; Mixed / augmented reality; User studies; Auditory feedback; Hardware → Tactile and hand-based interfaces; Computer systems organization → Neural networksHuman centered computing → Virtual realityMixed / augmented realityUser studiesAuditory feedbackHardware → Tactile and handbased interfacesComputer systems organization → Neural networksExploration of Delays and Tonality for LLM-powered Game Narrators10.2312/egve.202513485 pages