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Presented to UNC Games4Learning group, 10/3/08

Presented to UNC Games4Learning group, 10/3/08



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    Args Args Presentation Transcript

    • Alternate Reality Games Chad Haefele [email_address] www.HiddenPeanuts.com Slides online: http://www.slideshare.net/chaefele/args-presentation/
    • The Beast
      • 2001, A.I. Movie poster:
    • What is an ARG?
      • An immersive storytelling experience
      • Multimedia
      • The real world is the publishing medium
      • Collaborative
        • “ No one knows everything, everyone knows something, all knowledge resides in humanity”
          • Pierre Levy, Collective Intelligence
    • Example: I Love Bees
      • 2004, promoted Halo 2
    • Example: Last Call Poker
      • 2005, promoted Gun
    • Grassroots/Self Sustaining ARGs
      • Metacortechs – 2003
      • Perplex City – 2005
    • Vocabulary
      • “ Rabbit Hole”: The method of an ARG’s debut
      • “ Puppet Master” (PM): A person running an ARG
      • “ This is not a game”: Many ARGs don’t explicitly admit they are games.
    • Tiers of play Source: http://42entertainment.com/see.html
    • Real-world crossover
    • Anatomy of a puzzle
      • Mysterious audio file:
    • One spectrograph later…
    • Anatomy of a live event
    • Synchronous vs. Asychronous
      • Players can come together
      • Players can collaborate apart
    • ‘Experience’ vs. ‘Game’
      • Same tools used in both
      • ‘Experience’ is a trail of puzzles & interactions, linear, repeatable
      • ‘Game’ is more collaborative, longer term
    • Why participate?
      • Swag!
      • Recognition
      • Immersion
      • ‘Wow’ factor
      • Interesting stories
    • Community
    • Rise of the Serious Game
      • Primary purpose: to teach or provoke thought
      • Generally applied to video games - until recently
      • Repurposes the tools of entertainment
    • Year Zero
      • 2007, Nine Inch Nails
      • Civil Resistance
    • World Without Oil
      • 2007, non-promotional
      • http://worldwithoutoil.org/
      • Asychronous, collaborative, explicitly educational
      • Worked on a limited budget
    • Teachable moment: Issues
      • Players re-interpret their lives
      • Imagining the issues inspires real thinking
      Source: WorldWithoutOil.org
    • Teachable moment: Info Literacy
      • ACRL Info Literacy standards (in part): Students should be able to…
        • "Recognize that existing information can be combined with original thought, experimentation, and/or analysis to produce new information."
        • "Identify the value and differences of potential resources in a variety of formats (multimedia, database, website, book)"
        • "Create a system for organizing information"
        • "Utilize technology for studying the interaction of ideas and other phenomena"
        • "Validate understanding and interpretation of the information through discourse with other individuals…"
        • "Apply new and prior information to the planning and creation of a particular product or performance."
        • "Manipulate digital text, images, and data, as needed, transferring them from their original locations and formats to a new context."
    • Teachable Moment: Tangential Learning
      • Expose a player to new ideas and potential for learning, without forcing it on them
        • (source: http://www.edge-online.com/blogs/the-power-tangential-learning )
      • ARGs can take it even further: learn new skills along the way
    • Teachable moment: Player-created resources
      • Wikis
      • Blogs
      • Photoshop
      • Art
      • Video
    • Why run a campus ARG?
      • Good method for cross-disciplinary cooperation and learning
      • Participatory/Collaborative learning
      • Fosters community among students
      • Social issues to be addressed
        • Drinking, stress, relationships, etc.
    • Advantages for running a UNC ARG
      • Centralized player base
      • Diversity of academic programs
      • Blanket wi-fi
      • Rich campus history
      • Funding possibilities!
    • For further reading
      • Dena, Christy. "Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games." Convergence 14.1 (2008): 41-57.
      • Kim, Jeffrey Y., Jonathan P. Allen, and Elan Lee. "ALTERNATE REALITY GAMING. (Cover Story)." Communications of the ACM 51.2 (2008): 36-42.
      • Szulborski, Dave. This is Not a Game : A Guide to Alternate Reality Gaming . [Pennsylvania]: New-Fiction Pub., 2005.
      • IU Bloomington gets $185k grant- http://newsinfo.iu.edu/news/page/normal/8300.html
      • The Power of Tangential Learning - http://www.edge-online.com/blogs/the-power-tangential-learning
      • Try it yourself
        • www.EagleEyeFreeFall.com
        • www.love-resurrected.com/
        • http://forums.unfiction.com/forums/
        • www.ARGN.com