alternate reality game

By Lene Tøftestuen, 25 May, 2021
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Video games and their associated forms stand as the most lucrative entertainment sector on the planet, dominating other forms of visual media in dollars generated annually. In the proposed paper, adapted from a dissertation chapter, I will draw upon my experience as a game designer to illuminate the increasingly dire ways that various actors in the political sphere – from online trolls all the way to world leaders – have combined the language and techniques borne from the industrial practices of game design with the power of social media and other online communication platforms to produce new forms of disinformation, propaganda and conspiracy theory. In this paper, I will trace the history of a specific form of game – the Alternate Reality Game (ARG), from its early literary history in 1903 to its modern incarnations. Subsequently, by harnessing lessons from my own work developing ARGs for the 2016 video game Frog Fractions 2 and the 2020 film Dared My Best Friend, I will examine how closely the principles employed during ARG marketing campaign have been in similar use in American politics since the 2016 American presidential campaign, culminating in the January 6, 2021 attack on the US Capital. I will discuss how modern totalitarian systems will almost certainly continue to refine and deploy these strategies in the future as a new, dangerous form of propaganda: one that lives primarily in online discussion platforms and, much like the narrative of an ARG, is constructed both unwittingly and collaboratively by the targets of the propaganda themselves. Finally, I utilize my experience both as a designer and online community manager to address how, especially during COVID-19 quarantine, these emerging risks can be combated as the daily intersection of digital and analogue worlds continue to merge ever closer.

(Source: Author's own abstract)

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AUTHENTIC IN ALL CAPS is a web audio adventure about the meaning of death. It draws audio drama, audio tours and alternate reality gaming. The use of audio is an attempt to create a sense of unity in a highly fragmented experience. I see the techniques and experience of audio tours as a way to bring disparate elements together. Just as an audio tour involves guiding a listener to different places, this audio experience guides players to different websites. I include both custom and existing sites, and so this project continues my interest in pervasive design: where the players’ world is part of the fictional world. The story is born out of the pain of suddenly losing my mother, and facing the meaninglessness of my life. I got past heaviness of the subject matter by drawing on my early days in sketch comedy theatre, unifying the disparate times of my life.

(Source: ELO 2014 Conference)

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Team: Christy Dena – writer, designer, producer, director Trevor Dikes – sound designer, composer Yangtian Li – illustrator Craig Peebles – app programmer (iPad) Andrey Ivanov – app programmer (Chrome browser plug-in) Elroy – app interface & logo Cast: Jimmy James Eaton – Narrator + Underworld Goon Alison Richards – Pathologist Nadia Collins – Assistant: Adam McKenzie – New Client Ben McKenzie – Ticket Officer + Philosopher Gambler Stefan Taylor – Philosopher Ex Richard McKenzie – Artist Assassin Tegan Higginbotham – Quantum Pizzeria Waitress Kevin J Powe – Quantum Boss + Philosopher Gambler (Source: http://www.universecreation101.com/authentic-in-all-caps/ )

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I Love Bees (also known as ilovebees or ILB for short) was an alternate reality game (ARG) that served as both a real-world experience and viral marketing campaign for the release of developer Bungie's 2004 video game Halo 2. The game was created and developed by 42 Entertainment. (Wikipedia)

By Scott Rettberg, 25 June, 2013
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9780099540281
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396
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All Rights reserved
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Approved by librarian
By Scott Rettberg, 27 April, 2013
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Speculation is a science fiction game directed by Katherine Hayles, Patrick Jagoda, and Patrick LeMieux that explores the greed-driven culture of Wall Street investment banks and the 2008 global economic collapse. Speculation belongs to the genre of Alternate Reality Games (ARGs). ARGs are not bound by any single medium or hardware system. Instead, these games use the real world as their primary platform. ARGs incorporate a range of media, including text, video, audio, phone calls, email, social networks, original software, and even live performance. Their stories tend to be broken into discrete pieces that players actively rediscover, reconfigure, and influence through their actions. Player networks created around ARGs are inherently social and tend to include collective problem-solving and participatory storytelling.

Two rounds of the Speculation ARG took place in 2012: one beginning on April 1 and a second on October 11. Both versions of the game yielded thousands of site visits and player posts. This transmedia game featured 8 narrative sci-fi episodes and 64 ludic challenges. These mini-games included stock trading simulations; live “brain training” sessions based on EEG interfaces; interactive meditations on microtemporal trading algorithms; matchmaking games about the naturalization of credit; text-based adventure games set in investment bank offices; an interactive mini-narrative distributed across Craigslist posts; swarms of cryptographic puzzles from Caesar shifts to Vigenère ciphers; double-encoded slow-scan television transmissions; a GPS hunt for dead-dropped USB drives in three different cities; a co-written epic poem fragment; a Facebook image challenge; an extended brainstorm about alternatives to Wall Street “brain drain”; collaborative speculations about the future of finance; encoded narrative documents; a two hour climactic chat with the game’s protagonist; and more.

This panel introduces and explores the Speculation experience through a variety of creative and analytic techniques, including transmedia performance, literary criticism, digital game theory, and social network analysis. Our contention is that the form of the large-scale ARG can only be understood (as well as designed and played) through techniques that are both collaborative and transdisciplinary in nature. Speculation presents a storyworld in which literary criticism is built into the the process of playing and producing the game. Interpretation is an integral element of the gameplay. The panel will offer multiple perspectives with panelists speaking to their roles as designers, players, teachers, and and media theorists.

Instead of three discrete traditional papers, the presenters will model multiple approaches and styles in order to stage the new form of storytelling represented by the Speculation experience. The panel will begin with a collaborative video performance re-enacting the opening moments of the game followed by a brief walk through the first few levels of Speculation. This exercise will be followed by a description of how Speculation was used as a pedagogical instrument that brought together classrooms in Chicago, Durham, and Poughkeepsie to collaborate on asemester-long playthrough of the game. Finally, we will conclude with a critical review of some of the theoretical and philosophical implications of the game before opening up the panel to a roundtable discussion.

(Source: Authors' abstract for HASTAC 2013)

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Description (in English)

Speculation is an alternate reality game that explores the culture of Wall Street investment banks in the context of the 2008 global economic crisis. From cryptographic puzzles and online simulations to live performances and geocaching, Speculation incorporates a wide range of media to build a transmedia world in which the logic of capital has accelerated beyond control. In the process of discovering, decoding, reconfiguring, and remixing Speculation, thousands of players transformed the game into a collaborative platform for speculating on the future of finance capital. (Source: GalleryDDDL description)

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exhibited via a Live Trans-Reality Performance Event held simutaneously via Twitter streams, The Web, and geophysically at the Inspace Gallery as part of Inspace’s “No One Can Hear You Scream”/The Third International Conference on Interactive Digital Storytelling: “…the knitting 2gether of the #OutsideUrDoor synthetic/real-time action created through the @MrShamble, @Nozfera2 and @vvolfmaan characters via multiple projections/soundtrack/linked c[l]ues with geophysical audience participation [and those exclusively in the twittersphere] was marvellous. the [micro in more than 1 sense] narrative gradually unfolding in front of a live audience based in Scotland…just…mixed reality ftw:)…this type of net-native work[ing] really extends + [weirdly] collapses so many conventions/distinctions.”

I ♥ E-Poetry entry
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SF0 is an alternate-reality game in which players are encouraged to complete surreal tasks from a variety of disciplines. Generally, these tasks are designed to in some way effect the real world. An example of a task: "Refuse to allow your celebrations and habits be bound by arbitrary turns of the celestial screw. Publicly do something out of season. Document the reactions of the timebound."

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SFZero homepage
By Scott Rettberg, 21 May, 2011
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The interview focueses on McGonigal's work in alternate reality gaming.

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The first time I told this story at a lecture, an audience member challenged me: "You puppet masters must really get a kick out of manipulating these players to do whatever you want. That must be such a power trip." But in fact, the opposite was true. We didn't get a rush of power when the players misinterpreted our simple welcome message. We actually felt completely out of control.

Stories linger in the places after we experience them. And the stories we tell about our personal experiences in a place help us own that space, to feel comfortable there, to make others comfortable there, to feel alive there. I believe the job of the designers of reality-based games like big urban games and alternate reality games is to figure out: What kind of story would players want to be able to tell about this space?

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janemcgonigal.pdf (215.38 KB)