The document discusses the evolution of narrative mediums from oral to digital eras. It defines key concepts like narrative, discourse, point of view and plot. In the digital age, narratives can have variable discourse through multiple story paths, variable point of views, and variable plots with many possible endings. Examples like Crimeface and Heavy Rain are provided that use these techniques. The potential for narratives in video games is also discussed, as well as critiques about their classification as art forms.
The document describes an augmented reality game for tourists that generates unique adventures tailored to each user's interests and destination city. Players complete quests by visiting real-world locations and finding virtual markers, taking photos, and interacting with augmented reality versions of historical figures and sites. This immerses users in interactive stories while learning about the cultural history and earning rewards. The game also provides travel tips and allows users to create and share their own quests and adventures.
Crossmedia Storytelling and Game Designdrew davidson
油
This document discusses cross-media storytelling and game design. It covers topics like transmedia storytelling across multiple mediums, fictional universes told through various media like Star Wars and The Matrix, and how game design can incorporate narrative through techniques like alternate reality games and procedural generation. The goal is interactive engagement and creating integrated story experiences across books, films, television, games and more.
This talk will explore how games play an integral part in today's crossmedia landscape. 油More and more, fictional worlds are being created with multiple points of entry that provide fans as little or as much access 油and agency as they want into the stories found in these worlds. Specific examples will be discussed in order to highlight the role that video games play in the overall experiences, as well as to illustrate how game design serves as an overarching trope through which fans are encouraged to explore the various media in order to fully experience the fictional world.
Alternate Reality Gaming Research Proposalgueste74089
油
The document proposes creating an alternate reality game (ARG) for Woedend!, a company involved in games, mobile apps, and advertising. An ARG obscures that it is a game by denying its nature as such. It expands spatially, temporally, and socially by blurring boundaries between game and real world. Woedend! should utilize techniques like "TING-ing" a game to immerse players and involve audiences with different levels of awareness, from unaware to fully aware it is an ARG. The proposal discusses how Woedend! can maximize audience attention and brand exposure through an ARG.
Story, Sci-Fi & Transmedia to develop Corporate Technology Strategies.Hubbub Media
油
This document discusses using science fiction and transmedia storytelling to develop corporate technology strategies and visions of the future. It provides examples of how sci-fi concepts and speculative fiction have been used to explore philosophical ideas and future technologies. The document also discusses using experience design, transmedia structures and storytelling to engage audiences across multiple platforms and media. The goal is to help companies and organizations envision and communicate future experiences in an immersive, interactive way.
The purpose of the book is to stimulate ideas and inspiration. Its a small catalog of participatory transmedia storytelling experiences intended to remind, suggest, provoke and inspire creators.
This document discusses how alternative and mixed reality technologies can reshape industries like entertainment, advertising, education, and healthcare. It argues that these technologies allow for more connected, personalized, and participatory experiences compared to traditional methods. Specifically, it outlines how alternative reality experiences could reinvent entertainment by making audiences more engaged participants, reinvent advertising by focusing on relationships rather than data collection, reinvent education by blending formal and informal learning, and reinvent healthcare by using immersive stories to positively influence mental health and habits. The document promotes a platform called Conducttr that aims to facilitate these kinds of alternative and mixed reality experiences.
Alternate Reality Games (ARGs) combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players and critical thinking related to the storyline and problem-based activities. The ARG format works well with events to provide pre-event activity, introduce resource sharing and networking during the event and differentiating the event from others. Join this session to learn how an ARG can enhance any customer, employee, student or community event and some considerations for successful event-based alternate reality games.
An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform to tell a story through multiple media. I Love Bees was a seminal ARG from 2004 that involved over 100,000 players solving puzzles related to the video game Halo through websites, phone calls, and online discussions. Players had to work together to understand the narrative and help an artificial intelligence trapped on the internet. Developers responded to player actions, adapting the story based on their ideas and progress, in a demonstration of collective intelligence.
Alternative reality games (ARGs) are interactive narratives that use transmedia storytelling across multiple platforms. They emerged in the late 1990s and were pioneered by games like The Beast, which promoted the film A.I. and involved thousands of players worldwide solving puzzles. ARGs are characterized by collaborative storytelling where players work together online to advance an immersive narrative in real time. Successful ARGs require subtle clues and realistic fictional worlds that blur the lines between game and reality.
The document discusses using an alternate reality game (ARG) to teach an enterprise course. An ARG combines challenges, puzzles and narratives across multiple online and real-world platforms. It provides examples of past ARGs used for marketing campaigns. The proposed ARG would immerse students in a scenario as turnaround consultants for a struggling clothing company. Students would receive emails, visit websites and collaborate online and in meetings to research the company and devise solutions over 12 weeks. Assessment would include teamwork, presentations and a report. The ARG aims to foster deep learning through experiential and collaborative problem-solving in a simulated reality.
Alternative reality games are interactive narratives that use the real world as a platform. Players solve puzzles and follow clues across multiple media. These can include websites, newspaper ads, phone calls, and more. The game blends fiction with reality in an immersive experience.
This document provides an overview of alternate reality games (ARGs). It defines ARGs as interactive narratives that use the real world as a platform and involve player participation to help shape the story. Examples are described such as The Beast and I Love Bees that had millions of participants working together online to solve puzzles and advance the narrative. The document outlines key ARG elements like puppetmasters, the curtain, rabbitholes and trailheads. It also discusses the history and influences of ARGs as well as challenges facing the genre.
Games, augmented reality (AR), virtual reality (VR) and education. The document discusses how characteristics of games such as goals, obstacles, and competition/collaboration can be transferred to educational situations. It also lists emerging technologies from the 2011 Horizon Report like mobile learning, game-based learning and gesture-based computing. Finally, it provides examples of educational games and AR/VR applications and discusses how they apply principles like just-in-time learning, critical thinking and increased memory retention.
The document provides tips for designing an alternate reality game (ARG) in 10 steps: 1) form a team, 2) brainstorm the theme/story, 3) choose game verbs, 4) make a media plan, 5) design collaboration tools, 6) set a launch/end date, 7) assign roles, 8) make a timeline, 9) create content, and 10) decide who to invite. It also lists 4 secrets to an awesome ARG: make the mission clear, help players showcase skills, encourage social interaction, and highlight player contributions.
This document outlines different types of online and real-world games and activities that can be done individually or in a group. These include classic puzzles, mini-games, treasure hunts, and urban quests for individual play as well as collaborative puzzles, research puzzles, flash mobs, and group problem-solving for group activities. The games and activities span both online and real world settings.
Transmedia Storytelling and Alternate Reality GamesJeff Watson
油
A primer for non-specialist audiences on the subject of Alternate Reality Games. Includes brief survey of prior art, diagrams illustrating the nature of networked fictions, and references to key scholars/innovators.
Josh Mellits is applying for a position and highlights his qualifications, including being a hard worker, bringing harmony to groups, taking on challenges, being honest and able to take criticism, and being a team player willing to take risks with creative vision and an environmentally friendly mindset. He asks the company to pick him for the opportunity.
An Alternate Reality Game (ARG) is an interactive narrative that uses the real world as a platform and involves collaborative storytelling between players. ARGs are often elaborate mystery stories played out across multiple real-world mediums like websites, emails, and phone calls. A notable example is the AI: The Somnium Files ARG which involved over 3 million active participants in a science fiction murder mystery story. The document then describes the Existenz ARG created by the author for 30 friends in 2014 which used fake websites, social media accounts, 3D printed objects, and live events to tell an immersive transmedia story.
Beyond the Rift: Virtual Reality Games and the Future of CommunicationJeannie Novak
油
This document discusses the future of virtual reality and communication. It argues that VR will transform how people interact and share experiences by making them feel truly present with others. As VR technology advances, it will allow for new forms of symbolic and abstract communication. The document also speculates that in the future, people may inhabit virtual environments in space through VR suits and use VR games to train virtual agents to take over procedural and declarative tasks, freeing up human cognition for higher-order thinking and problem solving. This could lead to the emergence of a "superorganism" where humans and virtual beings work together in a cognitive network.
The document discusses using alternate reality games (ARGs) and process drama techniques to create an immersive educational experience called "DramatARGy". It provides definitions and examples of ARGs, compares them to process drama, and outlines 10 steps to develop a DramatARGy, including choosing a theme, creating an alternate reality setting, developing trigger events and player roles, and managing progression and releases of narrative elements. Useful resources for designing DramatARGy are also listed.
An overview of the course "Digital Narrative Theory and Practice," required in the Video Game Scoring Minor & Visual Culture & Interactive Media Minor at Berklee College of Music. Lori Landay, Ph.D., Associate Professor of Cultural Studies.
1. The document discusses pervasive games, which blur the lines between games and real life by deploying digital content into everyday spaces and activities.
2. Examples are provided of successful alternate reality games (ARGs) like The Beast and I Love Bees that engaged thousands of players by hiding puzzles across websites and real world locations.
3. Both grassroots and commercial ARGs are discussed, noting the importance of community collaboration, dynamic storytelling, and managing player expectations.
Emma's Games and Storytelling public lectureEmma Westecott
油
A retrospective of 10 years game design work in industry and research groups. The intention was to produce a narrative of work that look/s to develop emotive connections between players and games.
Narrative Design and Audio-Visual Style in Video GamesAltug Isigan
油
This document summarizes key points from a presentation about narrative design and visual style in video games. It discusses the ludology-narratology debate around whether games should be studied as narratives. It argues that games can be approached as narratives because they create fictional worlds mediated through a narrating medium. It also notes that narratives in games are open works that develop based on player decisions, creating real risks that challenge game designers to maintain narrative necessity, coherence and tension across multiple storylines.
This document outlines an approach to speculative game design called "design fiction". It discusses using games to explore plausible futures and alternative presents by creating diegetic prototypes within fictional story worlds. This allows games to suspend disbelief about change and open up discussions, rather than show how things will be. The document also discusses how speculative game design could embrace plurality, encompass both narrative and simulation, be iterative, participatory, and use rhetoric rather than persuasion. The goal is to help designers reflect on responsible uses of exploring speculative futures and alternative scenarios through game design.
Meaningful Play 2010: ARG/transmedia panelKari Kraus
油
際際滷s from our Meaningful Play panel presentation (Oct. 2010). Elizabeth Bonsignore, Rachel Donahue, Georgina Goodlander, Kari Kraus, Marc Ruppel: http://www.karikraus.com/?p=63
Alternate Reality Games (ARGs) combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players and critical thinking related to the storyline and problem-based activities. The ARG format works well with events to provide pre-event activity, introduce resource sharing and networking during the event and differentiating the event from others. Join this session to learn how an ARG can enhance any customer, employee, student or community event and some considerations for successful event-based alternate reality games.
An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform to tell a story through multiple media. I Love Bees was a seminal ARG from 2004 that involved over 100,000 players solving puzzles related to the video game Halo through websites, phone calls, and online discussions. Players had to work together to understand the narrative and help an artificial intelligence trapped on the internet. Developers responded to player actions, adapting the story based on their ideas and progress, in a demonstration of collective intelligence.
Alternative reality games (ARGs) are interactive narratives that use transmedia storytelling across multiple platforms. They emerged in the late 1990s and were pioneered by games like The Beast, which promoted the film A.I. and involved thousands of players worldwide solving puzzles. ARGs are characterized by collaborative storytelling where players work together online to advance an immersive narrative in real time. Successful ARGs require subtle clues and realistic fictional worlds that blur the lines between game and reality.
The document discusses using an alternate reality game (ARG) to teach an enterprise course. An ARG combines challenges, puzzles and narratives across multiple online and real-world platforms. It provides examples of past ARGs used for marketing campaigns. The proposed ARG would immerse students in a scenario as turnaround consultants for a struggling clothing company. Students would receive emails, visit websites and collaborate online and in meetings to research the company and devise solutions over 12 weeks. Assessment would include teamwork, presentations and a report. The ARG aims to foster deep learning through experiential and collaborative problem-solving in a simulated reality.
Alternative reality games are interactive narratives that use the real world as a platform. Players solve puzzles and follow clues across multiple media. These can include websites, newspaper ads, phone calls, and more. The game blends fiction with reality in an immersive experience.
This document provides an overview of alternate reality games (ARGs). It defines ARGs as interactive narratives that use the real world as a platform and involve player participation to help shape the story. Examples are described such as The Beast and I Love Bees that had millions of participants working together online to solve puzzles and advance the narrative. The document outlines key ARG elements like puppetmasters, the curtain, rabbitholes and trailheads. It also discusses the history and influences of ARGs as well as challenges facing the genre.
Games, augmented reality (AR), virtual reality (VR) and education. The document discusses how characteristics of games such as goals, obstacles, and competition/collaboration can be transferred to educational situations. It also lists emerging technologies from the 2011 Horizon Report like mobile learning, game-based learning and gesture-based computing. Finally, it provides examples of educational games and AR/VR applications and discusses how they apply principles like just-in-time learning, critical thinking and increased memory retention.
The document provides tips for designing an alternate reality game (ARG) in 10 steps: 1) form a team, 2) brainstorm the theme/story, 3) choose game verbs, 4) make a media plan, 5) design collaboration tools, 6) set a launch/end date, 7) assign roles, 8) make a timeline, 9) create content, and 10) decide who to invite. It also lists 4 secrets to an awesome ARG: make the mission clear, help players showcase skills, encourage social interaction, and highlight player contributions.
This document outlines different types of online and real-world games and activities that can be done individually or in a group. These include classic puzzles, mini-games, treasure hunts, and urban quests for individual play as well as collaborative puzzles, research puzzles, flash mobs, and group problem-solving for group activities. The games and activities span both online and real world settings.
Transmedia Storytelling and Alternate Reality GamesJeff Watson
油
A primer for non-specialist audiences on the subject of Alternate Reality Games. Includes brief survey of prior art, diagrams illustrating the nature of networked fictions, and references to key scholars/innovators.
Josh Mellits is applying for a position and highlights his qualifications, including being a hard worker, bringing harmony to groups, taking on challenges, being honest and able to take criticism, and being a team player willing to take risks with creative vision and an environmentally friendly mindset. He asks the company to pick him for the opportunity.
An Alternate Reality Game (ARG) is an interactive narrative that uses the real world as a platform and involves collaborative storytelling between players. ARGs are often elaborate mystery stories played out across multiple real-world mediums like websites, emails, and phone calls. A notable example is the AI: The Somnium Files ARG which involved over 3 million active participants in a science fiction murder mystery story. The document then describes the Existenz ARG created by the author for 30 friends in 2014 which used fake websites, social media accounts, 3D printed objects, and live events to tell an immersive transmedia story.
Beyond the Rift: Virtual Reality Games and the Future of CommunicationJeannie Novak
油
This document discusses the future of virtual reality and communication. It argues that VR will transform how people interact and share experiences by making them feel truly present with others. As VR technology advances, it will allow for new forms of symbolic and abstract communication. The document also speculates that in the future, people may inhabit virtual environments in space through VR suits and use VR games to train virtual agents to take over procedural and declarative tasks, freeing up human cognition for higher-order thinking and problem solving. This could lead to the emergence of a "superorganism" where humans and virtual beings work together in a cognitive network.
The document discusses using alternate reality games (ARGs) and process drama techniques to create an immersive educational experience called "DramatARGy". It provides definitions and examples of ARGs, compares them to process drama, and outlines 10 steps to develop a DramatARGy, including choosing a theme, creating an alternate reality setting, developing trigger events and player roles, and managing progression and releases of narrative elements. Useful resources for designing DramatARGy are also listed.
An overview of the course "Digital Narrative Theory and Practice," required in the Video Game Scoring Minor & Visual Culture & Interactive Media Minor at Berklee College of Music. Lori Landay, Ph.D., Associate Professor of Cultural Studies.
1. The document discusses pervasive games, which blur the lines between games and real life by deploying digital content into everyday spaces and activities.
2. Examples are provided of successful alternate reality games (ARGs) like The Beast and I Love Bees that engaged thousands of players by hiding puzzles across websites and real world locations.
3. Both grassroots and commercial ARGs are discussed, noting the importance of community collaboration, dynamic storytelling, and managing player expectations.
Emma's Games and Storytelling public lectureEmma Westecott
油
A retrospective of 10 years game design work in industry and research groups. The intention was to produce a narrative of work that look/s to develop emotive connections between players and games.
Narrative Design and Audio-Visual Style in Video GamesAltug Isigan
油
This document summarizes key points from a presentation about narrative design and visual style in video games. It discusses the ludology-narratology debate around whether games should be studied as narratives. It argues that games can be approached as narratives because they create fictional worlds mediated through a narrating medium. It also notes that narratives in games are open works that develop based on player decisions, creating real risks that challenge game designers to maintain narrative necessity, coherence and tension across multiple storylines.
This document outlines an approach to speculative game design called "design fiction". It discusses using games to explore plausible futures and alternative presents by creating diegetic prototypes within fictional story worlds. This allows games to suspend disbelief about change and open up discussions, rather than show how things will be. The document also discusses how speculative game design could embrace plurality, encompass both narrative and simulation, be iterative, participatory, and use rhetoric rather than persuasion. The goal is to help designers reflect on responsible uses of exploring speculative futures and alternative scenarios through game design.
Meaningful Play 2010: ARG/transmedia panelKari Kraus
油
際際滷s from our Meaningful Play panel presentation (Oct. 2010). Elizabeth Bonsignore, Rachel Donahue, Georgina Goodlander, Kari Kraus, Marc Ruppel: http://www.karikraus.com/?p=63
Presentation to the San Francisco transmedia meetup group - Transmedia SF. Thanks to everyone who came out and for the passionate discussion afterwards. It was a huge pleasure!
Keynote on the cognitive demand of the multimodal media object of videogames. Presented at "DigiLitEY Training School 2016", in the Institute of Education, University of Minho. 7 june 2016.
Encoding liveness: Performance and real-time rendering in machinimaeDavidCameron
油
DRAFT version. This is a preprint copy of the book chapter:
Cameron, D., & Carroll, J. (2011). Encoding liveness: Performance and real-time rendering. In H. Lowood & M. Mitsche (Eds.), The machinima reader (pp. 127-141). Cambridge, MA: MIT press.
I want to scrutinise the lens in which we view bodies of interactive work we typically associate with "videogames" and ask; "What is an interactive work of art that does not rely on competition, goals, rewards, winning or losing?"
Alternate Reality Gaming Pecha Kucha Lennart PietersLennart44
油
A Pecha Kucha style presentation in response to the assignment posed by Bas van Berkestijn from the advertisemint company Woedend! Goal was to create a concept that blends different types of media. Assigment for Trends and Strategies in
the Creative Industries EUR
The document discusses the process of character development in games. It explains that character development involves both creating the 3D model and avatar as "the body", as well as designing the game environment and rules as "the mind or soul" that allows the character to evolve through interactions over time. Many tools can be used to create 3D models and rig them for animation to serve as characters in a game. Once imported into a game engine, the model becomes an avatar that can navigate the virtual world based on the environment, physics, input devices, other players, and game AI.
The document discusses different types of pervasive games such as alternate reality games, urban adventure games, and geo-location games. It provides examples of games in each category and examines characteristics like how they expand gameplay socially, spatially, and temporally. Determinants of pervasive games are also outlined, such as how they blend elements of games and performance into real world environments.
This document outlines a proposal for a mobile game called "100 Tales". The target audience is teenagers and adults aged 15-45 from a C1 to A-class background who can afford the necessary devices and data costs. The game draws from multiple genres like superhero fiction and gangster stories. It takes place in a book where different story worlds are blending together catastrophically. The player character is tasked with restoring order by gaining allies and enemies in each world. Gameplay is inspired by JRPG titles and involves gathering a team of characters with unique skills and enhancing them through equipment. The proposal discusses the skills and knowledge gained from previous video game and Photoshop work that will be applied, such as animation procedures.
The Gamification of contents - Master SNID - Politecnico di MilanoGiovanni Caruso
油
This document discusses the concept of gamification and provides examples of its use. It begins by defining gamification as using game mechanics to engage users and solve problems. It then discusses key elements of games like rules, goals and feedback loops. The rest of the document provides examples of gamification used in marketing campaigns for shows like Game of Thrones and movies on platforms like Netflix and HBO. It also discusses debates around the concept, including whether extrinsic motivations from things like points and badges can truly engage users in the way intrinsic game elements do.
Looking to revolutionize agriculture with cutting-edge technology? Our Smart Farming Technology Pitch Deck is designed to help you present your innovative ideas with clarity and impact!
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APPROPRIATETECHNOLOGIES FOR URBAN AND RURAL HOUSINGJIT KUMAR GUPTA
油
. Construction technology has genesis in Interplay of-- design, manpower, money, machinery, material, resources, software, quality, durability, environment, ecology
-- Technology used during construction helps push Construction industry forward,
-- for driving advancement / innovations/ increased efficiency in construction
New Technologies--Modular construction, Prefab const , Robotics, drone, Artificial intelligence, 3D printing, Augmented Reality, Virtual Reality etc.,
--Technology Empowers people to work smarter/ more efficiently.
-- Technology Changing ways industry thinks, looks and operate at --production / construction.- From Construction to Production of Buildings involving making Building parts of a project off-site, to exact specifications and to Mass-produce pieces -- used repeatedly; taking Construction productivity to new level- overcoming labour shortages - increasing speed of construction,- making construction economical,
- promoting time- efficiencyMaking buildings cost effective- Making construction safe
- Addressing complicated /difficult situation -helping industry addressing larger challenges. Technology remains key to address major challenges & adapt to future.- making buildings lean, compact, smart,
Cost-effective, Timeefficient, Energy efficient, Material- efficient, Qualitative, Healthy, Durable, Eco-friendly, Sustainable
7 Tips To Take Your Design To The Next Level!kritika598289
油
Want to take your designs to the next level?
From choosing the right fonts and colors to maintaining consistency and alignment, these small tweaks can have a big impact.
Which of these design principles do you already use? Let me know in the comments!
Follow for more design insights and creative strategies!
Heres the PowerPoint presentation for your financial empowerment app, including visuals and demo screenshots. Download and review it, and let me know if you need any changes!
Nature Inspired Innovation : Designing The Future Using Lessons From The Pastjejchudley
油
In an era dominated by technological revolution, design thinking's impact on economic and cultural success is undeniable.
However, its focus on 'designing for the user' often neglects the broader real-world implications of the complex systems within which the things we design are used.
In this talk, we will advocate for embracing evolutionary and ecological theories as a toolkit for understanding and designing for our dynamic and interconnected world.
By exploring questions about innovation speed, efficiency, and societal impacts through this lens, attendees will gain insights into enhancing UX design, fostering creative problem-solving, and developing impactful, innovative solutions.
From this presentation you will learn:
- How a better understanding of natural biological systems will help to improve their design practice
- The importance of considering the context of how and where your designs will be used
- How to think about your work in different ways that will enable them to take different approaches to problem solving
- How to adopt systems thinking approaches to help you design more impactful, innovative and effective design solutions.
Craft a logo that speaks volumes! Boost brand recognition & connect emotionally. Learn 5 ways to create a logo that resonates. Click to learn more!
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Golf is a game of precision, patience, and sometimes, pure frustration. Every golfer knows the feeling of standing over a crucial putt, heart pounding, hoping not to miss. If youve ever felt the weight of a make-or-break moment on the green, the "If I Miss This Putt I'll Kill Myself" Hat is the perfect accessory for you.
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Where Reality And Fiction Overlap: Alternate Reality Games A
1. Where Reality and Fiction Overlap: Alternate Reality Games as a Space of Real Virtuality Mobile Life Presentation Mela Kocher April 20 th 2011
2. Alternate Reality Games (ARGs) Multi-platform games / Transmedia storytelling Games traditionally form a magic circle with boundaries to the ordinary life; are defined in space and time; participation is voluntary (Huizinga) Fictional constructs usually show signs of fictionality (enactment, dramatic elements, language, perspectives, genre attribution) Both concepts emphasize the as-if: people can immerse, pretend, dispense their disbelief
3. Alternate Reality Games and the Blurring of Reality and Fiction ARGs deliberately attempt to blur the lines by their aesthetics of TINAG : This Is Not A Game. Transmedia storytelling, multi-platform game, variety of technologies and game spaces: interaction with fictional characters and among players online, via E-Mail, chat & mobile phones, in physical spaces tie-in of movies, books, websites...
4. Alternate Reality Games and the Blurring of Reality and Fiction A pervasive game is a game that has one or more salient features that expand the contractual magic circle of play socially, spatially or temporally. (Pervasive Games. Theory and Design. Montola, Stenros, Waern 2009) Alternate Reality Games attempt all three dimensions of temporal, spatial and social pervasion. ARGs attempt to create a 360 尊 illusion where there is no outside (seamless).
5. Research questions Interpretation of players along the lines of reality and fiction ARG design: how to successfully implement the reality-fiction blurring? How could this ARG analysis be useful for understanding similar developments in media culture? -> Real Virtuality
6. Player Interpretation Need for distinction between fictional/fabricated and non-fictional/real content how to? Despite the TINAG and attempt of 360 尊 illusion, an ARG is still a game, constructs a space of as if and is at least partly fabricated, even if it does incorporate elements of reality. Interpretation by detecting and discussing sign posts that point towards a game.
7. Fictional markers Semantic : content is improbable, impossible or unreal Formal : aesthetic principles of composition (Webpage Design), style (messages from fictional characters), orchestration (events in physical spaces) Para-textual : genre conventions: codes (page source, anagrams), mentioning of PM, disclaimers like TINAG tag, link to wikipedia article on ARG on websites... Importance of individual knowledge and media/game literacy for successful interpretation
8. Fictional and reality markers: Game Design Fine line between a marker being too obvious (possible immersion obstacle) or not perceptible There will always be someone who doesn卒t get (part of) it (Example: Krobler Fone). Not possible to prevent, but how to react? Viral distribution: you can even mark one piece of content but it can be ripped out of context and be distributed all over the internet -> cannot be avoided! Be careful with using ambiguous material. Different production and staging contexts (corporate, institutional or grassroot-games // advertising, education or entertainment) need different kinds and modes of fictional markers, in respect to legal and ethical matters.
9. In Game vs. Out Of Game Distinction between what卒s part of the game (IG) and what卒s not part of the game (OOG) Transformations: former OOG elements can be turned IG as well Indicators: unclear, procedural, temporal Example: Charlotte is becoming real (fone call)
10. IG vs. OOG: Game Design Either you use clear fictional markers or: Leave it ontologically uncertain but give an In Game feedback after a certain amount of time. Problematic: how long to wait to confirm IG or lead players back when they drift into OOG? Confirmation possibly in a intradiegetic way, IG, not to break the 360 尊 illusion.
11. ARGs as multi-user games / participatory dramas The players play together and use their individual skills to contribute to riddles, character interaction, events in physical spaces etc. - hive mind The same applies to reality-fiction-interpretation where ideally all knowledge on semantic, formal and paratextual markers comes together. Examples: Krobler Fon (volunteer), Charlotte is becoming real: roadside grave importance of peers
12. Participatory Community: Game Design Community Design: How to structure an ARG (knowledge) community, how to improve the player interaction, how to deal with experienced vs. new, more careful vs. experimental, strictly ARG vs. RPG-players Design a meta-space, a safe zone (Example: unfiction ), if specific ARG forum: specify if IG or OOG. Flat hierarchies, no secrecies among player (groups), open structures, incentives for sharing and posting, moderators.
14. Other media with reality-fiction-blurring Flash mobs Reality TV shows Street performances and street art Nigeria letters Mockumentaries TV news
15. Spatial Pervasion Huizinga卒s game concept: magic circle which is spatially defined ARGs spatially pervade our ordinary life, may this be online or in physical spaces. Distinctions on real/fabricated and IG/OOG are difficult to make, confusion at least for a certain amount of time Very obvious in physical spaces where the game interface overlaps the RL interface.
16. Real Virtuality Example: Trip to Berlin in Charlotte is becoming real Real Virtuality: fully immersed experience, encompassing all senses, same interface as RL, being part of a fiction/game in the real world Virtuality not confined/defined by being online or digital but having a much more real quality.
17. Real Virtuality: Inception App This app is a dream machine that transforms the world around you into a dreamworld. It uses augmented sound to induce dreams through the headset of your iPhone or iPod Touch. It will change your perception of reality. Warning: Don't play this app with the touchscreen, play this app with your life.