CTCS 482 Syllabus
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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. -
Film Websites: a Transmedia Archaeology
Film Websites: A Transmedia Archaeology Kim Louise Walden Submitted in partial fulfilment of the requirements of the University of Hertfordshire for the degree of Doctor of Philosophy November 2018 Acknowledgements I wish to thank my colleagues and supervisors, Steven Adams and Alan Peacock for their guidance through this research process. Thank you to my principal supervisor, Steven for his direction, and gently reminding me that it was permissible to cite myself as a secondary source. Thank you to my second supervisor, Alan for his open-mindedness, sharp insights and patience as well as innumerable cups of tea and coffee. I would like to thank Marsha Kinder, Dan Koelsch, Ian London, Franziska Nori, Rob Ford, Chris Thilk and Perry Wang for their advice, generously shared in email exchanges. Towards the end of the research, I was introduced to Bettina Sherick, a digital marketing pioneer and veteran from 20th Century Fox, and Founder of Hollywood in Pixels, a non-profit group dedicated to preserving the seminal digital film marketing campaigns. It was so wonderful to meet someone who shares my passion for film websites, so thank you to Bettina for the Skype conversations and emails. During this research process, I took my half-baked ideas to conferences, and benefitted enormously from the discussions that ensued. Subsequently some of this research has been published. So, I would like to thank Sara Pesce and Paolo Noto from the University of Bologna who edited my chapter in The Politics of Ephemeral Digital Media: Permanence and Obsolescence in Paratexts (2016); Likewise, Savatore Scifo, who edited my article for a special edition Interactions: Studies in Communications & Culture on digital archives (2017). -
Why I Love Bees: a Case Study in Collective Intelligence Gaming
Why I Love Bees: A Case Study in Collective Intelligence Gaming Jane McGonigal, PhD How can people and computers be connected so that— collectively—they act more intelligently than any individuals, groups, or computers have ever done before? —Thomas W. Malone, Director, MIT Center for Collective Intelligence1 We experienced being part of a collective intelligence… participating in a search for, or perhaps creation of, a greater, shared meaning. —Phaedra, I Love Bees player2 Can a computer game teach collective intelligence? The term ‘collective intelligence’, or CI for short, was originally coined by French philosopher Pierre Levy in 1994 to describe the impact of Internet technologies on the cultural production and consumption of knowledge. Levy argued that because the Internet facilitates a rapid, open and global exchange of data and ideas, over time the network should “mobilize and coordinate the intelligence, experience, skills, wisdom, and imagination of humanity” in new and unexpected ways.3 As part of his utopian vision for a more collaborative knowledge culture, he predicted: “We are passing from the Cartesian cogito”—I think, therefore I am—“to cogitamus”—we think, therefore we are.4 The result of this new “we”, Levy argued, would be a more complex, flexible and dynamic knowledge base. In a CI culture, he wrote, knowledge “ceases to be the object of established fact and becomes a project.”5 Members of a collective intelligence would not simply gather, master and deploy pre-existing information and concepts. Instead, they would work with the collected facts and viewpoints to actively author, discover and invent new, computer-fueled ways of thinking, strategizing, and coordinating. -
Honor Bound: the Ac Sual Transmedia Game a Case Study of a New Game Design Framework Laura Schluckebier Trinity University, [email protected]
Trinity University Digital Commons @ Trinity Communication Honors Theses Communication Department 4-20-2012 Honor Bound: The aC sual Transmedia Game A Case Study of a New Game Design Framework Laura Schluckebier Trinity University, [email protected] Follow this and additional works at: http://digitalcommons.trinity.edu/comm_honors Part of the Communication Commons Recommended Citation Schluckebier, Laura, "Honor Bound: The asC ual Transmedia Game A Case Study of a New Game Design Framework" (2012). Communication Honors Theses. 5. http://digitalcommons.trinity.edu/comm_honors/5 This Thesis open access is brought to you for free and open access by the Communication Department at Digital Commons @ Trinity. It has been accepted for inclusion in Communication Honors Theses by an authorized administrator of Digital Commons @ Trinity. For more information, please contact [email protected]. Honor Bound: The Casual Transmedia Game A Case Study of a New Game Design Framework Laura Schluckebier A departmental senior thesis submitted to the Department of Communication at Trinity University in partial fulfillment of the requirements for graduation with departmental honors. April 20, 2012 ___________________________ ___________________________ Dr. Jennifer Henderson Dr. Aaron Delwiche Thesis Advisor Thesis Advisor ___________________________ Dr. Jennifer Henderson Department Chair ___________________________ Associate Vice President for Academic Affairs Student Copyright Declaration: the author has selected the following copyright provision (select only one): [X] This thesis is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs License, which allows some noncommercial copying and distribution of the thesis, given proper attribution. To view a copy of this license, visit http://creativecommons.org/licenses/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. -
SECTION I 4 Significant Prior Art to Learn from 00 29 30
1 2 3 4 5 6 7 8 9 Contents 10 w 11 Q 12 13 14 15 16 17 Preface 00 18 19 20 INTRODUCTION TO TRANSMEDIA 21 22 1 Once Upon a Time . 00 23 24 2 What is Transmedia, Anyway? 00 25 26 3 Transmedia is More Than a Marketing Gimmick 00 27 28 SECTION I 4 Significant Prior Art to Learn From 00 29 30 vii viii G\ CONTENTS StorYTELLING 5 The Four Creative Purposes for Transmedia Storytelling 00 6 Learn the Basics of Traditional Storytelling 00 7 How Story and Branding Impact Marketing 000 SECTION II 8 Writing for Transmedia is Different 000 9 Online, Everything is Characterization 000 10 Conveying Action Across Multiple Media 000 Structure 11 Fine-Tune for Depth or Scale (Not Both) 000 12 Special Considerations for Blockbuster Transmedia Franchises 000 13 Interactivity Creates Deeper Engagement 000 SECTION III 14 Uses and Misuses for User-Generated Content 000 15 Challenging the Audience to Act 000 16 Make Your Audience a Character, Too 000 CONTENTS G\ ix Production 1 2 17 Project Management, the Unsung Necessity 000 3 4 18 Finding and Keeping a Strong Core Team 000 5 6 19 Websites and Tech Development: DIY or Outsource? 000 7 8 000 Don’t Be a Jerk on Social Media SECTION IV 20 9 10 Email and Phone: Cheap and Effective 000 21 11 12 Making and Using Prerecorded Content 000 22 13 14 Bringing Your Story Into the Real World 000 23 15 16 THE BIG Picture 17 18 24 How to Fund Production Costs 000 19 20 25 . -
Highlands Forum / Group
HIGHLANDS GROUP - Homepage [Archivist Note: This website was captured and archived on October 9, 2017. It has since been removed after the general public was made aware of its existence. The removal of this site from public review is remarkable considering the profound public interest policy value of these discussions. These "public-private" forums violate Federal Advisory Committee Act (FACA) because they are no-bid participation in discussions t future government spending. These essentially secret DoD Office of Net Assessment discussions, along with the participation of many of their colleagues in the Senior Executive Service (SES), with private industry, banks, media, academia, technoloy, pharmaceuticals and politics is the definition of fascist The founder of the Highlands Group ca. Feb. 1995 was Andrew W. Marshall, founding member of the Senior Executive Services (SES) in 1978 (see 1980 Plum Book, p. 149). He was the director of HOME the Office of Net Assessment in the Department of Defense until his death on March 26, 2019. Marshall provided over $1 million in consulting contracts to British-American spy Stefan Halper ABOUT HQ003416P0148 (9/29/2017), HQ003415C0100 (9/24/2015), HQ003414C0076 (7/31/2014), HQ003412C0039 (5/30/2012). Halper spied for the FBI in the Trump-Russia Hoax.] NETWORKS [See Affidavit attached (click here) from a participant in these meetings] FEEDBACK IDEAS PERSPECTIVES READINGS CONTACT Networks, Social Evolution, and Power By David Ronfeldt 2014 Highlands David Ronfeldt is a RAND researcher and author whose Reading List life work has been on building a framework to understand the organizing forms of society: Tribes, Institutions, Markets, and Networks, or TIMN. -
Alternate Reality Gaming
Kim_Feb:Intro_ lo 1/15/08 9:37 PM Page 36 By Jeffrey Y. Kim, Jonathan P. Allen, and Elan Lee ALTERNATE REALITY GAMING Millions update the state of the game on the way to a common conclusion, in one case to help the Operator regain control of a spaceship and bring her crew back to the future. Alternate reality games represent a new genre of digital gaming designed to blur the distinction between a player’s experience in the digital world inside the game and the real world outside the game. Combining online informa- tion and real-world events, ARGs bring gamers together to collectively solve puzzles and advance a game’s storyline. Part of what characterizes an ARG is that the game universe is not explicitly limited to a particular piece of soft- ware or set of digital content. A typical ARG would not even acknowledge or promote the fact that it is a game, yet every Web site or discussion group may contain and reveal a potential clue. 36 February 2008/Vol. 51, No. 2 COMMUNICATIONS OF THE ACM Kim_Feb:Intro_ lo 1/15/08 9:37 PM Page 37 COMMUNICATIONS OF THE ACM February 2008/Vol. 51, No. 2 37 Kim_Feb:Intro_ lo 1/15/08 9:38 PM Page 38 player online games. MMOG One of the first successful gamers collectively play in a ARGs was “The Beast,” a mur- shared digital world that pro- der-mystery problem-solving vides a persistent game uni- game launched in 2001 to pro- verse in which a large number mote the Steven Spielberg of gamers (often more than movie “Artificial Intelligence.” 20,000 at a time) play against Its first clues (known as the computer-generated charac- “rabbit hole”) were planted in ters or other MMOG players. -
Science Fiction Video Games Focuses on Games That Are Part of the Science Fiction Genre, Rather Than Set in Magical Milieux Or Exaggerated Versions of Our Own World
SCIENCE FICTION Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this video games book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Neal Tringham The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG). Features • Focuses exclusively on video games from the science fiction genre—the first book to do so • Provides critical descriptions and encyclopedic overviews of a wide range of the most important science fiction video games • Explores the connections between science fiction video games and other science fiction forms, such as tabletop RPGs, film, and television • Explains the themes that define science fiction video games • Presents a well-researched account of the history of science fiction games About the Author Neal Tringham is a videogame developer, a former astrophysicist, and a Fellow of the Royal Astronomical Society. He is also a contributing editor of and contributor to the third edition of the Encyclopedia of Science Fiction, winner of the 2012 Hugo Award for Best Related Work. -
Siobhan O'flynn, Phd David Seelow
International Journal on Innovations in Online Education 1(4) 2017 A CONCISE HISTORY OF ALTERNATE REALITY GAMES: FROM TRANSMEDIA MARKETING CAMPAIGNS TO THE COLLEGE CLASSROOM Siobhan O'Flynn, PhD David Seelow Siobhan O'Flynn. Dept. of English and Drama, University of Toronto Mississauga; Canadian Studies, University College, University of Toronto; [email protected]; http://siobhanoflynn.com; http://www.tmcresourcekit.com David Seelow. Revolution Learning Consultants, Albany, New York; The College of Saint Rose, 432 Western Ave, Albany, New York 12203; [email protected]; www.revolutuonarylearning.net; Twitter: @davidfreeplay Abstract This article traces the brief history of alternate reality games (ARGs) from their beginning as viral marketing campaigns associated with The Blair Witch Project and the I Love Bees global phenomenon to more recent efforts led by Jane McGonigal and other game designers to use ARGs as a platform for social awareness and social change. KEY WORDS: alternate reality games, online viral marketing, transmedia McGonigal games for change, fiction mystery group, problem solving collective intelligence Alternate reality games (ARGs), or immersive games, occupy an epic and complicated place in the evolution of digital media and interactive storytelling. † Looking back to the inception of the term as associated first with the marketing campaign developed by Microsoft's Jordan Weisman and Elan Lee for Steven Spielberg's film A.I. (The Beast), followed by Bungie's Halo 2's console game (I Love Bees), Audi's The Art of the Heist (2005), and 42 Entertainment's Year Zero (2007) for Trent Reznor, and Why So Serious (2007) for Batman: The Dark Knight, these large-scale viral campaigns established a set of 2377-9527/17/$35.00 © 2017 by Begell House, Inc.