Alternate Reality Gaming
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COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
Designing an Educational Alternate Reality Game
Running Head: EDUCATIONAL ALTERNATE REALITY GAME Designing An Educational Alternate Reality Game Randall Fujimoto Shoyu Learning Solutions Abstract An educational alternate reality game (ARG) is a social learning experience that takes place in both the real and online worlds using various puzzles and activities tied together though an emerging storyline. This project described the design, development, and prototype testing of Finding Identity, an educational, social studies ARG about the history of the Japanese Americans during World War II. The three research topics that this research project addressed were (a) the definition of an educational ARG, (b) the pedagogical benefits of an educational ARG, and (c) the features that could be included in an educational ARG instructional design model. Evaluation of the Finding Identity ARG found that ARGs have pedagogical benefits that can foster significant learning of new topics. However, because ARGs are a relatively new phenomenon, additional research is needed to fully ascertain their instructional potential. ii Table of Contents Abstract............................................................................................................................... ii CHAPTER ONE: INTRODUCTION................................................................................. 1 Statement of Purpose ...................................................................................................... 3 Rationale ........................................................................................................................ -
Theorising the Practice of Expressing a Fictional World Across Distinct Media and Environments
Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments by Christy Dena A thesis submitted in fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) School of Letters, Art and Media Department of Media and Communications Digital Cultures Program University of Sydney Australia Supervisor: Professor Gerard Goggin Associate Supervisor: Dr. Chris Chesher Associate Supervisor: Dr. Anne Dunn 2009 Let’s study, with objectivity and curiosity, the mutation phenomenon of forms and values in the current world. Let’s be conscious of the fact that although tomorrow’s world does not have any chance to become more fair than any other, it owns a chance that is linked to the destiny of the current art [...] that of embodying, in their works some forms of new beauty, which will be able to arise only from the meet of all the techniques. (Francastel 1956, 274) Translation by Regina Célia Pinto, emailed to the empyre mailing list, Jan 2, 2004. Reprinted with permission. To the memory of my dear, dear, mum, Hilary. Thank you, for never denying yourself the right to Be. ~ Transmedia Practice ~ Abstract In the past few years there have been a number of theories emerge in media, film, television, narrative and game studies that detail the rise of what has been variously described as transmedia, cross-media and distributed phenomena. Fundamentally, the phenomenon involves the employment of multiple media platforms for expressing a fictional world. To date, theorists have focused on this phenomenon in mass entertainment, independent arts or gaming; and so, consequently the global, transartistic and transhistorical nature of the phenomenon has remained somewhat unrecognised. -
Leadership Emerges Spontaneously During Games 29 April 2013
Leadership emerges spontaneously during games 29 April 2013 (Phys.org) —Video game and augmented-reality beekeeper's website that was supposedly hacked game players can spontaneously build virtual by aliens. The coded messages revealed teams and leadership structures without special geographic coordinates of real pay telephones tools or guidance, according to researchers. situated throughout the United States. Players then waited at those payphones for calls that contained Players in a game that mixed real and online more clues. worlds organized and operated in teams that resembled a military organization with only Because the game did not have a leadership rudimentary online tools available and almost no infrastructure, players established their own military background, said Tamara Peyton, doctoral websites and online forums on other websites to student in information sciences and technology, discuss structure, strategy and tactics. Penn State. A group of gamers from Washington, D.C., one of "The fact that they formed teams and interacted the most successful groups in the game, as well as they did may mean that game designers established an organization with a general and should resist over-designing the leadership groups of lieutenants and privates. The numbers of structures," said Peyton. "If you don't design the members in each rank were roughly proportional to leadership structures well, you shouldn't design the amount of soldiers who fill out ranks in the U.S. them at all and, instead, let the players figure it military, Peyton said. out." The players assigned their own ranks, rather than Peyton, who worked with Alyson Young, graduate have ranks dictated to them. -
Case Study: the World of Year Zero by Tara Smith, Daniel Cooke and Winnie Vu
Case Study: the World of Year Zero By Tara Smith, Daniel Cooke and Winnie Vu Introduction Contents The year in 2022, or Year Zero as it is known in Introduction universe. The year America is born again [1]. Description After several major terrorist attacks, including Platforms attacks on major cities like Seattle and Los Storytelling Angeles, the United States government have Audience enacted a series of measures to control, or Analysis “protect” their citizens. They dope the water to References keep the people docile and obedient with a Drug called Parepin, under the guise of protection from biological weapons attacks. People are constantly watched by the Bureau of Morality, who decide who has the right to marry or even to bear children. This is the future that Album Cover for Year Zero [source] Trent Reznor, the man behind Nine Inch Nails, envisioned when he looked upon the actions of the United States government in 2006 and begun to write his dystopian concept album Year Zero [2]. However, the problem he faced was how to convey the extra material which could have once been conveyed through a band’s liner notes and artwork to a market who no longer bought physical CDs. Description Inspired [3] by The Beast, the alternate reality game (ARG) for the film A.I. Artificial Intelligence, Trent Reznor and his long time art director Rob Sheridan contacted 42 Entertainment. Jason Weisman, founder of 42 Entertainment, who was the creative director who supervised The Beast and had also developed another ARG called I Love Bees to promote the release of Halo 2 [4]. -
Entertainment Architecture
Entertainment Architecture Constructing a Framework for the Creation of an Emerging Transmedia Form by Adalbert (Woitek) Konzal Dipl.-Kfm. European Business School, Oestrich-Winkel, Germany A dissertation presented in fulfilment of the requirements for the degree of Doctor of Philosophy ARC Centre of Excellence for Creative Industries and Innovation Creative Industries Faculty Queensland University of Technology Brisbane, Australia 2011 Adalbert (Woitek) Konzal Entertainment Architecture Keywords film movie transmedia entertainment transmedia storytelling pervasive games ubiquitous games agency form evolution entrepreneurship business industry creative destruction marketing promotion — II — Adalbert (Woitek) Konzal Entertainment Architecture Abstract This thesis investigates the radically uncertain formal, business, and industrial environment of current entertainment creators. It researches how a novel communication technology, the Internet, leads to novel entertainment forms, how these lead to novel kinds of businesses that lead to novel industries; and in what way established entertainment forms, businesses, and industries are part of that process. This last aspect is addressed by focusing on one exemplary es- tablished form: movies. Using a transdisciplinary approach and a combination of historical analysis, industry interviews, and an innovative mode of ‘immersive’ textual analysis, a coherent and comprehensive conceptual framework for the creation of and re- search into a specific emerging entertainment form is proposed. That form, -
F001b23a38ae17cf54e23ccc4ff4
I Alternate Reality Games For Behavioral and Social Science Research Copyright © by Ruthanna Gordon, Ph.D. and ETC Press 2015 ISBN (Print): 978-1-312-78105-4 ISSN (Online): 978-1-312-91112-3 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. II Alternate Reality Games For Behavioral and Social Science Research Ruthanna Gordon, Ph.D. Production of this book was funded by the IARPA Office of Smart Collection TRUST Program, but it is not officially endorsed by ODNI, IARPA, or U.S. Government. All opinions and discussions in this review are those of the author, and do not necessarily reflect those of the ODNI, IARPA, or U.S. Government. III IV Table of Contents Executive Summary 1 1 Introduction 3 2 Current Practices and Limitations 7 3 Alternate Reality Games 15 4 What Can We Learn From Related Activities? 23 5 What Can We Learn From Analogous Activities? 31 6 How are ARGs Used in Research? 35 7 What Can We Learn From Other Applications of ARGs? 43 8 What Do Research ARGs Need For Success? 51 9 Making a Difference: How ARG-Based Methodologies Can Improve BSSR Research 87 10 Conclusions 97 Bibliography 99 Appendix 1: Games Discussed 110 Appendix 2: Recommended Readings 114 Appendix 3: What a Research ARG Might Look Like 116 Acknowledgements 119 About the Author 121 V VI Executive Summary Researchers in the behavioral, social, and neurophysiological sciences have recently begun to explore the limitations of many traditional lab and field-based studies. -
Immersive Realities
IMMERSIVE REALITIES An Expansion Pack for Landscape Architecture By Allison Ong A thesis submitted in partial fulfillment of the requirements for the degree of Master of Landscape Architecture University of Washington 2018 Committee: Thaisa Way, Jeff Hou Program Authorized to Offer Degree: Landscape Architecture University of Washington ABSTRACT Immersive Realities: An Expansion Pack for Landscape Architecture Allison Ong Chair of the Supervisory Committee: Thaisa Way Department of Landscape Architecture While studying abroad in Berlin, I had the experience of exploring a city the way I would explore a video game. I allowed myself to be led by curiosity, thoroughly investigated my surroundings, and © Copyright 2018 Allison Ong was frequently delighted by my findings. A simple walk felt like an adventure. It was a completely immersive experience, just like a good video game. The video game industry has developed remarkable tools to design virtual spaces that create memorable experiences for the player. The environments must be continuously engaging, because if the player gets bored, the game is likely to be a commercial failure. These requirements have shaped video game design to focus specifically on immersive player experience. Landscape architects design for immersive user experience as well. However, the breadth of their responsibilities (to clients, contractors, building codes, the environment, stakeholders, etc.) mean that their work is less narrowly focused on user experience. This thesis is a foray into video game environment design, with the intention of harvesting lessons learned from designing virtual space and sharing them with designers of the built environment. Allison Ong INTRODUCTION CONTENTS Playing Urban Explorers Introduction 1 Results ......................................................................21 In 2016 I studied abroad in Berlin. -
Wpeye.Net: an Alternate Reality Game for WPI Admissions
48-DMO-4790 WPEye.net: An Alternate Reality Game for WPI Admissions An Interactive Qualifying Project Report submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science by Timothy Volpe Sarah Gilkey Drew Hickcox Daniel Corfman Joseph Cotnoir Date: April 29, 2008 Professor Dean O’Donnell, Major Advisor Acknowledgments Thank you to: Sam Bailey Chris Fiore Joseph Alea The Pep Band, especially Jess Doherty and Shannon Doherty Vicki Zukas Kevin Nolan Hilary Stinnet Kevin Ellis Jim Monaco and the WPI ATC ii Abstract One of WPI’s long term goals is to increase the enrollment rate of accepted students. The goal of this project is to continue the work of a previous IQP to investigate the viability of alternate reality games as a marketing tool for university enrollment at WPI. The project team designed and ran an alternate reality game targeted to potential and admitted pre-freshmen to WPI, and kept track of several demographic statistics. This information will be used by the Admissions Office to adjust their advertising focus for interested students looking at WPI. In addition, the team deviated from alternate reality game norms and explored different genres of storytelling within this field. iii Table of Contents Acknowledgments …………………………………………….. i Abstract ……………………………………………………….. ii 1 Introduction ……………………………………………… 1 1.1 Problem Statement …………………………........... 1 1.2 Goals………………………………………………. 1 1.3 Project Overview …………………………………. 2 1.4 Results…………………………………………….. 2 2 Background ………………………………………………. 4 2.1 What is an Alternate Reality Game? ……………… 4 2.2 History of ARGs ………………………………….. 4 3 Project Design ……………………………………………. 6 3.1 Scope ……………………………………….……. -
Final Version Magister Thesis Ouyeah!
A Humanistic-Geek Approach to Transmedia Storytelling - Transforming Users into Heroes and Authors to Build a Sustainable Universe Berta Gómez Department of informatics Cross Media Interaction Design Master thesis 1-year level, 15 credits SPM 2012.06 Abstract Transmedia is definitely a buzz word, and probably one of the most misunderstood. It seems to englobe everything and nothing. The first chapter of this work is devoted to analyze and explain terminology adjacent to Transmedia in order to clarify the limits of the practice. Before I started my Master’s program in Cross Media Interaction Design, I wished there was one specific book in my bookshelf: The Humanistic-Geek Guide to Transmedia Storytelling, but there wasn’t, and still there is not such a book. Neither in my bookshelf, nor in the market. Pranks aside, I realized that what I wanted is a human-centered guideline of why Transmedia storytelling came into being, the techniques it uses to “lure” us in and what Transmedia storytelling offers. I realized that to do so, it is needed a multidisciplinary approach, and I felt necessary to tap into disciplines like psychology, sociology, mythology and literary research. Since transmedia storytelling is a genre “between genres” and there is a good deal of interactive and digital weight on transmedia storytelling, I finally decided to call this approach that impregnates the whole thesis Humanistic - Geek. Previous to my research, I had identified intuitively how participants in transmedia storytelling acquire a sense of prominence, that the participant’s involvement on the narrative is pro-active and necessary. A very different condition to the couch potato image of viewers in front of a television set that dominated in the mass media era. -
2006 Alternate Reality Games White Paper the IGDA Alternate Reality
2006 Alternate Reality Games White Paper - IGDA ARG SIG 2006 Alternate Reality Games White Paper The IGDA Alternate Reality Games SIG http://igda.org/arg - 1 - 2006 Alternate Reality Games White Paper - IGDA ARG SIG Foreword Welcome to the 2006 Alternate Reality Games SIG Whitepaper. This is the first paper from the ARG SIG, and provides a full introduction to the genre as well as a wealth of practical and analytical information on design methodologies, business models, and current and recent games. The ARG industry is consistently producing multi-million-dollar games for tens of thousands of players at a time, and generating interest across the entertainment, broadcast, and advertising industries. In the last few years, successful games have received widespread recognition, winning awards from the gaming, media and broadcasting industries1,2,3,4,5. As well as these critical success, there are already several businesses with long-term sustainable revenue streams. Although new to many people, Alternate Reality Games (ARGs) are still far short of achieving their full potential, each new wave of games bringing major new innovations and increased understanding of what works and what doesn't. We hope you find both inspiration and real practical help in this paper, and look forwards to playing the next wave of ARGs you come up with. Disclaimer This work was created and written by volunteers on behalf of the community at large. The white paper content is based on the individual input of the contributors, and does not necessarily reflect the opinions or policies of the companies at which the individuals work. -
Defining and Exploring the Logics of Alternate Reality Games Jay Johnson University of Wisconsin-Milwaukee
University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations August 2018 Issues with Reality: Defining and Exploring the Logics of Alternate Reality Games Jay Johnson University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the English Language and Literature Commons, and the Library and Information Science Commons Recommended Citation Johnson, Jay, "Issues with Reality: Defining and Exploring the Logics of Alternate Reality Games" (2018). Theses and Dissertations. 1837. https://dc.uwm.edu/etd/1837 This Dissertation is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. ISSUES WITH REALITY: DEFINING AND EXPLORING THE LOGICS OF ALTERNATE REALITY GAMES by Jay Johnson A Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in English at The University of Wisconsin-Milwaukee August 2018 ABSTRACT ISSUES WITH REALITY: DEFINING AND EXPLORING THE LOGICS OF ALTERNATE REALITY GAMES by Jay Johnson The University of Wisconsin-Milwaukee, 2018 Under Supervision of Professor Stuart Moulthrop Alternate Reality Games (ARGs), a genre of transmedia experiences, are a recent phenomenon, with the first recognized ARG being The Beast (2001), a promotion for the film A.I.: Artificial Intelligence (2001). This dissertation seeks to more clearly define and investigate contexts of transmedia narratives and games, specifically ARGs. ARGs differ from more popular and well-known contemporary forms of gaming in several ways, perhaps most importantly by intensive use of multiple media.