Alternate Reality Games  Chad Haefele Reference Librarian for Emerging Technologies, Davis Library [email_address] Slides online:
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
Example: The Dark Knight 2008,  http ://www.firstshowing.net/2009/02/26/viral-recap-the-dark-knights-why-so-serious-campaign/
Grassroots/Self Sustaining ARGs Metacortechs – 2003 Perplex City – 2005
Vocabulary “ Rabbit Hole”: The method of an ARG’s launch “ 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 OR
‘ Viral’ vs. ‘Experience’ vs. ‘Game’ Same tools used in all three ‘ Viral’ is often a one-time event or production ‘ 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
 
Serious Game: Year Zero 2007, Nine Inch Nails Civil Resistance
Serious Game: World Without Oil 2007, non-promotional http://worldwithoutoil.org/   Asychronous, collaborative, explicitly educational Worked on a limited budget See also: RubysBequest.org
Serious game: Skeleton Chase IU Bloomington, Fall 2008 Structured around physical  fitness
Serious Game: Ghosts of a Chance Smithsonian, 2008 www.GhostsofaChance.com   Final report: http://ghostsofachance.com/GhostsofaChance_Report2.pdf
Teaching about issues Players re-interpret their lives Imagining the issues inspires real thinking Source: WorldWithoutOil.org
Information 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."
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
So you want to play an ARG… Experiences: www.EagleEyeFreeFall.com www.Love-Resurrected.com Community: Unforums:  http://forums.unfiction.com/forums/ www.ARGN.com Ongoing ARG: www.RubysBequest.org
So you want to  make  an ARG... Allow far more time than you think Complete everything in advance Target a core audience to start Structure around the tiers of play Story is key Monitor your community of players
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

Serious Games - ARGs

  • 1.
    Alternate Reality Games Chad Haefele Reference Librarian for Emerging Technologies, Davis Library [email_address] Slides online:
  • 2.
    The Beast 2001,A.I. Movie poster:
  • 3.
  • 4.
    What is anARG? 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
  • 5.
    Example: I LoveBees 2004, promoted Halo 2
  • 6.
    Example: Last CallPoker 2005, promoted Gun
  • 7.
    Example: The DarkKnight 2008, http ://www.firstshowing.net/2009/02/26/viral-recap-the-dark-knights-why-so-serious-campaign/
  • 8.
    Grassroots/Self Sustaining ARGsMetacortechs – 2003 Perplex City – 2005
  • 9.
    Vocabulary “ RabbitHole”: The method of an ARG’s launch “ Puppet Master” (PM): A person running an ARG “ This is not a game”: Many ARGs don’t explicitly admit they are games.
  • 10.
    Tiers of playSource: http://42entertainment.com/see.html
  • 11.
  • 12.
    Anatomy of apuzzle Mysterious audio file:
  • 13.
  • 14.
    Anatomy of alive event
  • 15.
  • 16.
  • 17.
    Synchronous vs. AsychronousPlayers can come together Players can collaborate apart OR
  • 18.
    ‘ Viral’ vs.‘Experience’ vs. ‘Game’ Same tools used in all three ‘ Viral’ is often a one-time event or production ‘ Experience’ is a trail of puzzles & interactions, linear, repeatable ‘ Game’ is more collaborative, longer term
  • 19.
    Why participate? Swag!Recognition Immersion ‘Wow’ factor Interesting stories
  • 20.
  • 21.
  • 22.
    Serious Game: YearZero 2007, Nine Inch Nails Civil Resistance
  • 23.
    Serious Game: WorldWithout Oil 2007, non-promotional http://worldwithoutoil.org/ Asychronous, collaborative, explicitly educational Worked on a limited budget See also: RubysBequest.org
  • 24.
    Serious game: SkeletonChase IU Bloomington, Fall 2008 Structured around physical fitness
  • 25.
    Serious Game: Ghostsof a Chance Smithsonian, 2008 www.GhostsofaChance.com Final report: http://ghostsofachance.com/GhostsofaChance_Report2.pdf
  • 26.
    Teaching about issuesPlayers re-interpret their lives Imagining the issues inspires real thinking Source: WorldWithoutOil.org
  • 27.
    Information Literacy ACRLInfo 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."
  • 28.
    Tangential Learning Exposea 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
  • 29.
    So you wantto play an ARG… Experiences: www.EagleEyeFreeFall.com www.Love-Resurrected.com Community: Unforums: http://forums.unfiction.com/forums/ www.ARGN.com Ongoing ARG: www.RubysBequest.org
  • 30.
    So you wantto make an ARG... Allow far more time than you think Complete everything in advance Target a core audience to start Structure around the tiers of play Story is key Monitor your community of players
  • 31.
    For further readingDena, 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