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Arg designhcil symposium

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Arg designhcil symposium

  1. 1. The Design of an Alternate Reality Game:<br />The Arcane Gallery of Gadgetry<br />Elizabeth Bonsignore1<br />Derek Hansen1<br />Kari Kraus1,2<br />Amanda Visconti2<br />Allison Druin1<br />1 Maryland’s iSchool2Department of English, UMD<br />
  2. 2.
  3. 3. Justnoevil.org<br />
  4. 4.
  5. 5.
  6. 6.
  7. 7.
  8. 8. The Junto Oath<br />some of your 57 classmates<br />
  9. 9. Junto Lives<br />
  10. 10.
  11. 11.
  12. 12. ORDERs, MISSIONS, Badges<br />
  13. 13. April g.<br />
  14. 14.
  15. 15. Alternate reality game<br />(ARG)<br />Arcane GallerY of GAdgetry<br />
  16. 16. Alternate Reality games<br />Entertainment/Marketing<br /><ul><li>The Beast
  17. 17. I love Bees
  18. 18. The Lost Experience
  19. 19. Metacortechs
  20. 20. Cathy’s Book
  21. 21. Personal Effects: Dark Arts
  22. 22. 39 Clues
  23. 23. Trackers</li></ul>“Serious Games” (Education)<br /><ul><li>World Without Oil
  24. 24. Evoke
  25. 25. Pheon
  26. 26. ARGOSI</li></li></ul><li>An ARG is…<br /><ul><li>An interactive narrative – </li></ul>Storytelling as Archaeology1<br /><ul><li>In real-time, using the real world as a game-board
  27. 27. “This is Not a Game” (TINAG)
  28. 28. Content embedded in multiple media types and tools
  29. 29. Malleable
  30. 30. Collaboration Required to Uncover the Story</li></ul>1 Wikipedia, http://en.wikipedia.org/wiki/Alternate_reality_game<br />
  31. 31. ARGS and new literacies<br /><ul><li>Players engage in Literacy Practices
  32. 32. Gather, evaluate information
  33. 33. Think creatively, critically, “counter-factually”
  34. 34. Embedded in Authentic Environments
  35. 35. Everyday communications tools are the controls (wikis, blogs, cell phones, email, print…)
  36. 36. Potential for Transferability
  37. 37. You, not a character you are portraying, are trying to unravel the mystery or solve the puzzle</li></li></ul><li>ARG DESIGN ISSUES<br />Scalability<br />Participation/<br />Collaboration<br />Narrative Pace<br /> and Placement<br />Learning <br />Objectives<br />Challenges/Puzzles<br />Rewards<br />Reusability/Replayability<br />Real or Imaginary?<br />(TINAG vs TIAG)<br />Competition<br />Motivation/Engagement<br />Tools/Technologies<br />Assessment<br />Archiving<br />
  38. 38. DESIGn challenge <br /><ul><li>Preserving“This is Not A Game” (TINAG)
  39. 39. Enabling thoughtfulinformation evaluation</li></li></ul><li>Design Case: Arcane GalLery Of Gadgetry<br />2010<br />1861 <br />1877<br />1854 <br />1836 <br />2011<br />American<br />Philosophical<br />Society<br />2010<br />1877<br />1853<br />1727 <br />1745 <br />1764?<br />2011<br />
  40. 40. Design Case: AGOGSeason “1” Initial results<br /><ul><li>Survey responses
  41. 41. How real it felt
  42. 42. The fact that I was saving history
  43. 43. That I actually got into it and had fun
  44. 44. The teamwork that was needed to solve it
  45. 45. How serious everyone took the process
  46. 46. It keeps you thinking
  47. 47. How intricate it was
  48. 48. I felt like a detective / spy!!</li></li></ul><li>Research Context<br /><ul><li>Interviews with experienced ARG designers
  49. 49. Design Sessions with Kidsteam
  50. 50. Surveys & design docs from MLS students</li></ul> who created lesson plans for AGOG<br /><ul><li>Design process/launch of 3 ARGs
  51. 51. AGOG “Season 1” (middle schoolers)
  52. 52. AGOG undergraduate version
  53. 53. Run Red’s Road </li></ul> (developed by teens and librarians for Carroll County Public libraries)<br />
  54. 54. ARG Design implications<br /><ul><li>Story Content Embedded and </li></ul> Matched to Technology types/affordances<br /><ul><li>Collective Responsibility to End-Game
  55. 55. Take advantage of gaps in historical record to traverse from “fact” to “fiction” –
  56. 56. Real to Alternate Perspectives</li></li></ul><li>Thank you!<br />www.justnoevil.orgwww.juntolives.org<br />Elizabeth Bonsignore / ebonsign@umd.edu<br />Kari Kraus / karimkraus@umd.edu<br />Derek Hansen / dlhansen@umd.edu<br />Amanda Visconti / visconti@umd.edu <br />

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