This document discusses mission-based games and provides examples of how they can be used. It describes mission-based games as blending various media like print, web, mobile, and live events to engage players. Examples are provided of mission-based games used by organizations like the Smithsonian and Colonial Williamsburg to educate families and groups. The document also discusses how sponsored missions can promote brands and how mission-based games can be used for education, training, and teaching various subjects and skills to students.
1. The document discusses alternate reality games and how they can be used to explore "what if" scenarios in a collaborative, participatory manner.
2. Examples of alternate reality games mentioned are World Without Oil, which explored a future without cheap oil, and Ruby's Bequest, which explored the future of caring.
3. These games allow thousands of people worldwide to contribute personal stories and collectively imagine possible futures.
Interest is growing in gamification, the use of game techniques and mechanics to engage and motivate. Future predictions suggest that this interest will continue to grow especially in the use of games to change individual behavior. The challenge lies in creating a campaign that is engaging and personally relevant so audiences will voluntarily spend time with it. Humans have been playing games in various forms since the days of the caveman, and competition is deeply ingrained in the human psyche. Fast forward to the modern era with the significant free time that people have today, and gaming has become a hugely popular and tremendously profitable industry. With this wide acceptance of gaming and the emergence of the technology available through the internet, smart phones, and tablets people have become more open to game mechanics in other parts of their lives. Frequent flyer programs, Starbucks, and Nike+ iPod are just some examples of how people around the world are accruing points, leveling up, and earning rewards. As a result, gamification is becoming a powerful tool through which organizations teach, persuade, and motivate people.
The document discusses how Disney creates magical experiences for guests through careful attention to three key areas: investing in employee training to empower cast members, meticulous attention to even small details to enhance the experience, and innovating services based on consumer needs and behaviors like the MagicBand and PhotoPass. Disney seeks to continually refine the guest experience and empower employees to deliver top customer service through initiatives like the Traditions training program.
Secrets of Avatar Design for VR - IMVU AWE, June 2016Brett Durrett
Brett Durrett, CEO of IMVU, discusses the importance of avatars for social virtual reality. He notes that IMVU has over 3 million monthly active users and the world's largest user-generated 3D content catalog. Experts like Mark Zuckerberg, Brendan Iribe, and Nick DiCarlo emphasize that for virtual reality to succeed socially, it must enable face-to-face interactions between avatars in shared virtual spaces, just as social media allows real-world interactions. Durrett warns that avatars must avoid the "uncanny valley" and enable users to uniquely express themselves in order to deliver meaningful social and emotional connections.
Virtual worlds are computer-based simulated environments where users interact through avatars. They include massive multiplayer online role-playing games (MMORPGs) like World of Warcraft as well as non-gaming virtual environments such as Second Life that allow users to interact with their environment and each other, build their own spaces, and share 3D information in a simulated reality that can mimic real-world experiences. Educational uses of virtual worlds include historical role-playing, immersive simulations, and realistic workspaces for companies.
My game is called "Taking the Mickey" where players create a character to help stop Mickey Mouse from taking over the world by completing tasks in Toonville. The target audience is ages 7+ of both genders interested in gaming, who would have known characters from their childhood. Advertisements would feature appealing imagery on channels like BBC and Disney to attract different audiences while representing the game's theme of combating Mickey Mouse.
The document summarizes a technical, tangible, and social game called "Picture the Impossible" created by RIT's Lab for Social Computing and the Rochester Democrat & Chronicle. The game encouraged community members to come together, learn about their city through games, support local charities, and imagine possibilities through location-based games and challenges. Despite challenges like funding, partnerships, and selling sponsorships, over 2,000 players participated, sharing photos, recipes, and local history facts. The game achieved its goals of learning, exploration, giving back, and socialization.
1. The document discusses alternate reality games and how they can be used to explore "what if" scenarios in a collaborative, participatory manner.
2. Examples of alternate reality games mentioned are World Without Oil, which explored a future without cheap oil, and Ruby's Bequest, which explored the future of caring.
3. These games allow thousands of people worldwide to contribute personal stories and collectively imagine possible futures.
Interest is growing in gamification, the use of game techniques and mechanics to engage and motivate. Future predictions suggest that this interest will continue to grow especially in the use of games to change individual behavior. The challenge lies in creating a campaign that is engaging and personally relevant so audiences will voluntarily spend time with it. Humans have been playing games in various forms since the days of the caveman, and competition is deeply ingrained in the human psyche. Fast forward to the modern era with the significant free time that people have today, and gaming has become a hugely popular and tremendously profitable industry. With this wide acceptance of gaming and the emergence of the technology available through the internet, smart phones, and tablets people have become more open to game mechanics in other parts of their lives. Frequent flyer programs, Starbucks, and Nike+ iPod are just some examples of how people around the world are accruing points, leveling up, and earning rewards. As a result, gamification is becoming a powerful tool through which organizations teach, persuade, and motivate people.
The document discusses how Disney creates magical experiences for guests through careful attention to three key areas: investing in employee training to empower cast members, meticulous attention to even small details to enhance the experience, and innovating services based on consumer needs and behaviors like the MagicBand and PhotoPass. Disney seeks to continually refine the guest experience and empower employees to deliver top customer service through initiatives like the Traditions training program.
Secrets of Avatar Design for VR - IMVU AWE, June 2016Brett Durrett
Brett Durrett, CEO of IMVU, discusses the importance of avatars for social virtual reality. He notes that IMVU has over 3 million monthly active users and the world's largest user-generated 3D content catalog. Experts like Mark Zuckerberg, Brendan Iribe, and Nick DiCarlo emphasize that for virtual reality to succeed socially, it must enable face-to-face interactions between avatars in shared virtual spaces, just as social media allows real-world interactions. Durrett warns that avatars must avoid the "uncanny valley" and enable users to uniquely express themselves in order to deliver meaningful social and emotional connections.
Virtual worlds are computer-based simulated environments where users interact through avatars. They include massive multiplayer online role-playing games (MMORPGs) like World of Warcraft as well as non-gaming virtual environments such as Second Life that allow users to interact with their environment and each other, build their own spaces, and share 3D information in a simulated reality that can mimic real-world experiences. Educational uses of virtual worlds include historical role-playing, immersive simulations, and realistic workspaces for companies.
My game is called "Taking the Mickey" where players create a character to help stop Mickey Mouse from taking over the world by completing tasks in Toonville. The target audience is ages 7+ of both genders interested in gaming, who would have known characters from their childhood. Advertisements would feature appealing imagery on channels like BBC and Disney to attract different audiences while representing the game's theme of combating Mickey Mouse.
The document summarizes a technical, tangible, and social game called "Picture the Impossible" created by RIT's Lab for Social Computing and the Rochester Democrat & Chronicle. The game encouraged community members to come together, learn about their city through games, support local charities, and imagine possibilities through location-based games and challenges. Despite challenges like funding, partnerships, and selling sponsorships, over 2,000 players participated, sharing photos, recipes, and local history facts. The game achieved its goals of learning, exploration, giving back, and socialization.
See http://www.slideshare.net/librarianbyday/sneaking-the-social-web-into-your-library for part one. In my portion of the presentation, I talk about four specific tools that I snuck into our library's workflow with varying levels of success.
CityMystery creates social games that involve storytelling, sharing content online and in real life, and completing sponsored missions to advance in the game. Their game ghostsofachance.com increased attendance and engagement with the Smithsonian museum. They are now running pheon.org, targeting makers and hobbyists. CityMystery seeks funding to expand pheon.org to more sponsors and players and launch additional games that inspire loyalty through shared stories.
Gamification 101 - Why games are becoming a key marketing toolCrayon
Gamification is a marketing technique that uses game mechanics and structures to engage customers and influence their behaviors. It takes advantage of people's natural tendency to engage with games. Common game elements used in gamification include levels, points, rewards, and challenges to motivate behaviors like shopping more, completing surveys, or visiting websites more frequently. Effective gamification follows the four M's of game design: mystery, mastery, membership, and meaning to create engaging experiences for customers.
Way of Kindness: game mechanics applied to service design and engagement mark...Vincent Sider
It is about time to create meaning online and encourage people to act kindly to one another. The presentation, built on the shoulders of giants ( see reference) looks at how game mechanics can be applied to service design and engagement marketing to encourage and reward Kindness between people.
NB : I have used some third parties slides to create that presentation . Please kindly contact me for any issue: vsider2@hotmail.fr
5 Easy steps for creating engaging games and scavenger huntsgjhassin
Cultural institutions need fresh and exciting ways to increase return visits to their venue. Listen in as we discused how using mobile tools like scavenger hunts and other games can reinvigorate your attendance and membership.
Our Journey from Serious To Not So Serious Play.
^
The document discusses how the company has evolved from creating serious games to apply their expertise in psychology and gamification to social games. It outlines their process of using psychological theories and human motivations to design engaging games. Examples provided include games to motivate students, improve careers advice for youth, and influence behavior change. The company emphasizes designing games around intrinsic rather than extrinsic motivation through mastery, status, and fulfilling core human needs.
Dubit is a digital studio that has been creating kids entertainment like apps, games, and virtual worlds since 1999. They employ a team of 50 people across offices in the UK, US, and Australia. Dubit focuses on kid-centered design and involves children throughout the design process using in-house research techniques. They have experience designing for brands like Cartoon Network, creating virtual worlds and games. Dubit also has its own technology platform that allows games to be published across devices with features like avatars, leaderboards, and multiplayer support. The company emphasizes research and iterative testing to create engaging experiences for kids.
Jane McGonigal on the Future of Mobile GamingJane McGonigal
1) Many gamers today perceive reality as broken and find virtual worlds and online games to provide better instructions, feedback, and community than reality.
2) The document discusses two options for the mobile content community: continue helping people escape reality through gaming, or learn from gaming and make reality more engaging.
3) The author forecasts that over the next 3-5 years, there will be an effort to embed the dynamics of networked gaming into everyday life through new immersive, reality-based mobile games.
The document discusses transforming K-12 education through technology. It advocates providing equal learning opportunities for all students through better tools. It also stresses the need to amplify student, teacher, and administrator creativity, create more efficient classrooms, and teach skills for a changing future. Microsoft Education aims to empower all students through improved learning outcomes, transformed classroom time, and affordable, easy-to-manage technology while building skills like computational thinking and collaboration. Game-based learning can engage students through immersive virtual worlds that encourage iteration and experimentation.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
Comprehensive overview of game play on smartphones. More than 65% of smartphone users play games on their phones. This presentation given in Sydney in September 2012 looks at how brands and content owners can harness this large and demographically diverse audience to meet commercial objectives.
Makeable – The Disruptive Innovations of Generation ZMakeable
Generation Z prefers digital communication methods like Snapchat, Steam, and Line over Facebook and Twitter. They expect to have constant on-demand access to information and entertainment. Many popular apps and games among Gen Z allow for social interaction, user creativity, and ephemeral sharing, reflecting this generation's digital lifestyles and preferences.
Metanomics is a weekly Web-based show on the serious uses of virtual worlds. This transcript is from a past show.
For this and other videos, visit us at http://metanomics.net.
The presentation I gave at the Burlington Social Media breakfast on 2/1/10. The theme is around the idea that social media marketing doesn't take advantage of the real promise of social technology.
This document provides information about a technology company called 3rdsense. It has 20 employees and has created over 200 apps and games. It discusses 3rdsense's approach of creating apps that cut through noise, connect with customers, and drive desired actions. The document then summarizes several app projects 3rdsense has worked on for clients like Jetstar New Zealand, Medical Observer, Penguin Books Australia, K-Zone, RSPCA Australia, and Huggies. It describes how 3rdsense developed mobile apps for their popular Swords and Sandals game franchise. It encourages readers to contact 3rdsense if they need an app that can cut through noise, connect with customers and drive actions.
This document provides an overview of a company's capabilities in experiential marketing. They create brand experiences through events, sampling, social media campaigns, and promotions to connect consumers with brands. They partner with clients to deliver measurable results and achieve goals and objectives. Some of their programs include live music events for Jim Beam, virtual reality experiences for Microsoft, relief activities for Advil and Robitussin, food truck tours for Helper, and sampling programs.
See http://www.slideshare.net/librarianbyday/sneaking-the-social-web-into-your-library for part one. In my portion of the presentation, I talk about four specific tools that I snuck into our library's workflow with varying levels of success.
CityMystery creates social games that involve storytelling, sharing content online and in real life, and completing sponsored missions to advance in the game. Their game ghostsofachance.com increased attendance and engagement with the Smithsonian museum. They are now running pheon.org, targeting makers and hobbyists. CityMystery seeks funding to expand pheon.org to more sponsors and players and launch additional games that inspire loyalty through shared stories.
Gamification 101 - Why games are becoming a key marketing toolCrayon
Gamification is a marketing technique that uses game mechanics and structures to engage customers and influence their behaviors. It takes advantage of people's natural tendency to engage with games. Common game elements used in gamification include levels, points, rewards, and challenges to motivate behaviors like shopping more, completing surveys, or visiting websites more frequently. Effective gamification follows the four M's of game design: mystery, mastery, membership, and meaning to create engaging experiences for customers.
Way of Kindness: game mechanics applied to service design and engagement mark...Vincent Sider
It is about time to create meaning online and encourage people to act kindly to one another. The presentation, built on the shoulders of giants ( see reference) looks at how game mechanics can be applied to service design and engagement marketing to encourage and reward Kindness between people.
NB : I have used some third parties slides to create that presentation . Please kindly contact me for any issue: vsider2@hotmail.fr
5 Easy steps for creating engaging games and scavenger huntsgjhassin
Cultural institutions need fresh and exciting ways to increase return visits to their venue. Listen in as we discused how using mobile tools like scavenger hunts and other games can reinvigorate your attendance and membership.
Our Journey from Serious To Not So Serious Play.
^
The document discusses how the company has evolved from creating serious games to apply their expertise in psychology and gamification to social games. It outlines their process of using psychological theories and human motivations to design engaging games. Examples provided include games to motivate students, improve careers advice for youth, and influence behavior change. The company emphasizes designing games around intrinsic rather than extrinsic motivation through mastery, status, and fulfilling core human needs.
Dubit is a digital studio that has been creating kids entertainment like apps, games, and virtual worlds since 1999. They employ a team of 50 people across offices in the UK, US, and Australia. Dubit focuses on kid-centered design and involves children throughout the design process using in-house research techniques. They have experience designing for brands like Cartoon Network, creating virtual worlds and games. Dubit also has its own technology platform that allows games to be published across devices with features like avatars, leaderboards, and multiplayer support. The company emphasizes research and iterative testing to create engaging experiences for kids.
Jane McGonigal on the Future of Mobile GamingJane McGonigal
1) Many gamers today perceive reality as broken and find virtual worlds and online games to provide better instructions, feedback, and community than reality.
2) The document discusses two options for the mobile content community: continue helping people escape reality through gaming, or learn from gaming and make reality more engaging.
3) The author forecasts that over the next 3-5 years, there will be an effort to embed the dynamics of networked gaming into everyday life through new immersive, reality-based mobile games.
The document discusses transforming K-12 education through technology. It advocates providing equal learning opportunities for all students through better tools. It also stresses the need to amplify student, teacher, and administrator creativity, create more efficient classrooms, and teach skills for a changing future. Microsoft Education aims to empower all students through improved learning outcomes, transformed classroom time, and affordable, easy-to-manage technology while building skills like computational thinking and collaboration. Game-based learning can engage students through immersive virtual worlds that encourage iteration and experimentation.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
Comprehensive overview of game play on smartphones. More than 65% of smartphone users play games on their phones. This presentation given in Sydney in September 2012 looks at how brands and content owners can harness this large and demographically diverse audience to meet commercial objectives.
Makeable – The Disruptive Innovations of Generation ZMakeable
Generation Z prefers digital communication methods like Snapchat, Steam, and Line over Facebook and Twitter. They expect to have constant on-demand access to information and entertainment. Many popular apps and games among Gen Z allow for social interaction, user creativity, and ephemeral sharing, reflecting this generation's digital lifestyles and preferences.
Metanomics is a weekly Web-based show on the serious uses of virtual worlds. This transcript is from a past show.
For this and other videos, visit us at http://metanomics.net.
The presentation I gave at the Burlington Social Media breakfast on 2/1/10. The theme is around the idea that social media marketing doesn't take advantage of the real promise of social technology.
This document provides information about a technology company called 3rdsense. It has 20 employees and has created over 200 apps and games. It discusses 3rdsense's approach of creating apps that cut through noise, connect with customers, and drive desired actions. The document then summarizes several app projects 3rdsense has worked on for clients like Jetstar New Zealand, Medical Observer, Penguin Books Australia, K-Zone, RSPCA Australia, and Huggies. It describes how 3rdsense developed mobile apps for their popular Swords and Sandals game franchise. It encourages readers to contact 3rdsense if they need an app that can cut through noise, connect with customers and drive actions.
This document provides an overview of a company's capabilities in experiential marketing. They create brand experiences through events, sampling, social media campaigns, and promotions to connect consumers with brands. They partner with clients to deliver measurable results and achieve goals and objectives. Some of their programs include live music events for Jim Beam, virtual reality experiences for Microsoft, relief activities for Advil and Robitussin, food truck tours for Helper, and sampling programs.
Maysalward is a leading mobile game development company founded in 2003 in the Middle East. It has highly trained developers using state-of-the-art technologies like Java and Flash. The company is committed to research and has published 32 mobile and online game titles. It aims to create games that have long-lasting appeal. Maysalward utilizes cutting-edge technology to design high quality mobile games and has expertise in porting games to different platforms with low memory usage.
Alternate Reality Games for Enterprise Education: Bridging the reality gap be...pompeysie
This document discusses using alternate reality games to teach entrepreneurship. It notes that developing an entrepreneurial mindset is challenging to do in a classroom setting alone. Alternate reality games are proposed as they can provide an authentic simulation experience through transmedia storytelling across multiple platforms. This can help develop skills like collaboration, problem-solving, risk-taking and innovation that are part of an entrepreneurial mindset. The document provides examples of how to build an alternate reality game for teaching entrepreneurship that immerses students in a simulated but realistic business scenario.
The document describes mission-based games, which are games that incorporate real-world missions and tasks to engage players both online and offline, providing examples of how missions can be used in educational and branded games to teach skills, engage audiences, and promote sponsors' messages through interactive gameplay. The games blend various media like mobile apps, websites, social media, and live events to immerse players in story-driven gameplay.
1) Successful marketing campaigns use play to build relationships between brands and consumers by providing playful experiences. This aims to convert players into buyers by positioning the brand.
2) Engagement is increased when consumers participate in something they identify with, like Adidas' campaign for the 2012 Olympics encouraging people in the UK to showcase their talents.
3) Creating communities around a shared interest, like CrossFit partnering with Reebok to establish fitness boxes, facilitates social interaction between players and brands they have in common.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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For more information about PECB:
Website: https://pecb.com/
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Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Six years ago the games I designed were called ARGs, then the name morphed to transmedia, which seemed more palatable than the esoteric-sounding Alternate Reality Games. But now what I design exists somewhere in and among ARGs, transmedia and mission-based games. These are game narratives with beginnings, middles and ends, and live components, which make the games inherently theatrical. The mix of real time and virtual changes storytelling and stories can exist anywhere, at any time. This talk right here right now can have a clue embedded in it that drives a larger game. Does it? Or is my talk just a talk? That line between what is real and what is imagined is what draws people into the story. Okay, let’s look at story telling and character development.
In gamespeak, this is called a rabbit hole, one of several ways into the narrative. Players surged forward, snapping pictures, a Flickr stream appeared and a blog, and these images lead to …
Called a Lover’s Eye. Players surged forward, snapping pictures, a Flickr stream appeared, and these images lead to …
An iconic image from the Smithsonian’s collection. It took players several hours to arrive at this page.And this particular rabbit hole leads you directly to the crux of the plot. The Smithsonian has become haunted. In the haunting, the ghosts have Inverted the text, and clicking on it leads you to the first game site.
And our first request for players to actually make something for the game – our players leave an incantation [we capture their cell numbers], and they post their own lovers’ eyes [we capture their email addresses]. At this point the audience can’t really be called the audience. They have become participants.
Hundreds of them, and eventually thousands. They work for the game. And that is what propels the narrative forward, and every time the players make something for the game, more of the ghosts’ stories is revealed. The object of the game is to reveal these stories, to honor them in some way, and to free them from having to haunt, and to free the museum from being haunted. We designers can have a dialogue with them. In-game characters can call specific players and one of the rules of the game is that whatever interaction a player has with the game has to be shared with other players.
Remember our bodybuilder? He is the recent incarnation of one of our in-game characters, a terrible ham of an actor from 1855. He calls select players. One of the rules of the game is that whatever interaction you have with the game must be posted for everyone to see. Some of our in-game characters have facebook pages, they record ghost sightings.
So, what we have designed is a story that blends media, and in that way it is like a Google search, the player stitches the game and the narrative together.
And the basic building blocksof these games are missions. Missions that take you into the real world. Missions that must be completed by having you upload evidence of your completion into the game.
This game lasted six weeks. We used lots of mediums – Flickr, snail mail, blogs, cell phones, live events.
This game was designed to play for one and a half hours. Mixing generations – families and friends.
Pheon is a game built around a graphic novel that depicts a war raging in a mythical world that exists at the heart of our world. It has missions and submission. Pheon is also a proof of concept. Like the early days of TV, most games are single-sponsored. Pheon broke that mold. We have at least five sponsors. But instead of the story being sponsored, mission-based games suggest that the missions themselves, what participants actually do for the game, is sponsorable. By sponsoring missions, a brand tells its own story while providing the point of engagement for the player.
Interestingly enough, with all this new media landscape, the business model is as old as radio and TV. Sponsorship. Sample mission: Get yourself invited to someone’s house for dinner, then sing for your supper, having your host videotape your performance as proof of completion. Who are likely sponsors? How about something you would bring your hosts to thank them? A bottle of wine? A six-pack of beer? A box of candy?
Missions tie the brand message with an action. Narrate your way to work as if you are a sportscaster. Advance in the game if you use any sports for Dummies product, and the game itself offers a point of sale.