Honor Bound: the Ac Sual Transmedia Game a Case Study of a New Game Design Framework Laura Schluckebier Trinity University, [email protected]
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Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE Mcgonigal
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE McGONIGAL THE PENGUIN PRESS New York 2011 ADVANCE PRAISE FOR Reality Is Broken “Forget everything you know, or think you know, about online gaming. Like a blast of fresh air, Reality Is Broken blows away the tired stereotypes and reminds us that the human instinct to play can be harnessed for the greater good. With a stirring blend of energy, wisdom, and idealism, Jane McGonigal shows us how to start saving the world one game at a time.” —Carl Honoré, author of In Praise of Slowness and Under Pressure “Reality Is Broken is the most eye-opening book I read this year. With awe-inspiring ex pertise, clarity of thought, and engrossing writing style, Jane McGonigal cleanly exploded every misconception I’ve ever had about games and gaming. If you thought that games are for kids, that games are squandered time, or that games are dangerously isolating, addictive, unproductive, and escapist, you are in for a giant surprise!” —Sonja Lyubomirsky, Ph.D., professor of psychology at the University of California, Riverside, and author of The How of Happiness: A Scientific Approach to Getting the Life You Want “Reality Is Broken will both stimulate your brain and stir your soul. Once you read this remarkable book, you’ll never look at games—or yourself—quite the same way.” —Daniel H. Pink, author of Drive and A Whole New Mind “The path to becoming happier, improving your business, and saving the world might be one and the same: understanding how the world’s best games work. -
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. -
Ludology with Dr. Jane Mcgonigal Ologies Podcast March 12, 2019
Ludology with Dr. Jane McGonigal Ologies Podcast March 12, 2019 Ohaaay, it’s the lady sitting in the middle seat, who has to get up to pee, but you’re in the window seat and you’re so relieved she does, because that means you don’t have to ask the guy in the aisle to get up, Alie Ward, back with another episode of Ologies. Oh, video games! [Mario coin-collecting noise] Video games, what’s their deal? How do they affect our brains? Have we got an ology for y’all! First, I do have some thanks. Thanks to everyone who’s pledging some of your latte money or tossing me a quarter a week on Patreon for making it possible for me to get my physical butt in the same space as the ologists, or in this case, pay a recording studio to do our first ever remote interview. Very exciting. Thanks to everyone sporting Ologies merch out in the wild – that’s at OlogiesMerch.com. T-shirts, hats, pins, all of that. Thank you to everyone who rates, and subscribes, and reviews. You leave such nice notes! For example, Namon says: I love this podcast so much. I found it when searching for podcasts to sleep! Sadly, I found a podcast to binge and stay up even later. Thank you, Alie Ward, for the podcast that has everything from biology to beauty. I never did solve my sleeping problem, but I don’t really mind anymore, so thank you for the podcast. Well, thanks for the review! Try the Fancy Nancy. -
A Sense of Presence: Mediating an American Apocalypse
religions Article A Sense of Presence: Mediating an American Apocalypse Rachel Wagner Department of Philosophy and Religion, Ithaca College, Ithaca, NY 14850, USA; [email protected] Abstract: Here I build upon Robert Orsi’s work by arguing that we can see presence—and the longing for it—at work beyond the obvious spaces of religious practice. Presence, I propose, is alive and well in mediated apocalypticism, in the intense imagination of the future that preoccupies those who consume its narratives in film, games, and role plays. Presence is a way of bringing worlds beyond into tangible form, of touching them and letting them touch you. It is, in this sense, that Michael Hoelzl and Graham Ward observe the “re-emergence” of religion with a “new visibility” that is much more than “simple re-emergence of something that has been in decline in the past but is now manifesting itself once more.” I propose that the “new awareness of religion” they posit includes the mediated worlds that enchant and empower us via deeply immersive fandoms. Whereas religious institutions today may be suspicious of presence, it lives on in the thick of media fandoms and their material manifestations, especially those forms that make ultimate promises about the world to come. Keywords: apocalypticism; Orsi; enchantment; fandom; video games; pervasive games; cowboy; larp; West 1. Introduction Michael Hoelzl and Graham Ward observe the “re-emergence” of religion today with a “new visibility” that is “far more complex and nuanced than simple re-emergence of something that has been in decline in the past but is now manifesting itself once more” (Hoelzl and Ward 2008, p. -
Getting Started with Gamification Aaron Sumner SIDLIT 2011
Getting Started with Gamification Aaron Sumner SIDLIT 2011 Share this list with others: bit.ly/gamification-sidlit Jane McGonigal at TED (2010, video) http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html A 20-minute summary of McGonigal’s thesis that games teach the critical skills we need to solve the world’s largest problems. Reality is Broken: Why Games Make Us Better and How They Can Change the World (McGonigal, 2011) http://realityisbroken.org/ McGonigal’s book goes more in-depth on her thesis and showcases a number of examples of real games that have been developed to solve real problems. Gabe Zichermann: Gamification Master Class (2011, video) http://oreilly.com/catalog/0636920017622 A three-hour video workshop on putting game mechanics to use. Targeted toward marketers, but contains good information for education and other fields. Includes activities to help you develop the right experience for your “players.” Gamestorming (Gray, Brown, and Macanufo, 2010) http://oreilly.com/catalog/9780596804183 Not quite what I was looking for for my needs, but might be of interest to you if you’re looking for new ways to promote collaboration within a group. The games from this book are non- technological in nature. Gamification by Design (Zichermann and Cunningham, 2011) http://oreilly.com/catalog/0636920014614 A book version of the Gamification Master Class videos. I have not read this book yet. Flow: The Psychology of Optimal Experience (Csikszentmihalyi, 2008) http://www.amazon.com/gp/product/0061339202/ Referred to as many experts in game design and gamification as a must-read book (which, unfortunately, I haven’t gotten to yet). -
Digital Game Studies
MMC 6936-1E88 Digital Game Studies Course Info When: Monday 9:35am-12:35pm Where: Weimer Hall 3020 Instructor: Dr. Yu-Hao Lee E-mail: [email protected] Phone: (352)392-3951 Office hours: Monday 1:00pm-3:00pm or by appointment Office: 3051 Weimer Hall Course Objectives Games and play are fundamental to humans and many animal species. Through play, we learn to think, to solve problems, and to socialize with others. Digital games harness the affordances of human play and the computational capabilities of modern technology, to create designed experiences that motivate and engage players. Today, digital gaming is one of the fastest growing communication industries, surpassing the movie and music industry in terms of annual sales. Over 59% of American households play digital games. However, as a young technology, it has only recently became a field of serious study. This class will focus on the theories and applications of digital games for behavior change, also known as serious games or persuasive games. The focus is in understanding questions such as: Why do people play digital games? How can we make games more engaging? What are the theories that can be applied to designing and using games for behavior change? In this class, students will: Play a number of digital games that are designed for behavior change in the fields of education, health, corporate training, etc. Understand the principles of digital game motivations and engagement. Understand the theories that has been applied to digital games for behavior change. Analyze digital games using scientific methods. Readings There are no required textbooks for this class, all the readings will be posted on the Canvas course site (https://lss.at.ufl.edu) select “e-Learning in Canvas,” and log in using your Gatorlink ID Requirements Moderate discussions: You will work in groups to present the key concepts of each reading, background/theory, research questions/hypotheses, methods, results, conclusions. -
Summary of an Experiment in Global Engagement
CATALYSTS FOR CHANGE Paths out of Poverty Summary of an Experiment in Global Engagement INSTITUTE FOR THE FUTURE 124 University Avenue, 2nd Floor, Palo Alto, CA 94301 | 650.854.6322 www.iftf.org ABOUT ... INSTITUTE FOR THE FUTURE The Institute for the Future is an independent, nonprofit strategic research group celebrating more than 40 years of forecasting experience. The core of our work is identifying emerging trends and discontinuities that will transform global society and the global marketplace. We provide our members with insights into business strategy, design process, innovation, and social dilemmas. Our research spans a broad territory of deeply transformative trends, from health and health care to technology, the workplace, and human identity. The Institute for the Future is located in Palo Alto, California. THE ROCKEFELLER FOUNDATION The Rockefeller Foundation supports work that expands opportunity and strengthens resilience to social, economic, health and environmental challenges—affirming its pioneering philanthropic mission since 1913 to promote the well-being of humanity. The Foundation operates both within the United States and around the world. The Foundation's efforts are overseen by an independent Board of Trustees and managed by its president through a leadership team drawn from scholarly, scientific, and professional disciplines. © 2012 Institute for the Future. All rights reserved. Reproduction prohibited without written permission. SR-1535 Contents 1 | Introduction 1 2 | Game Objectives and Game Design 3 3 | Pre-Game -
Gamification in the Mobile and Social Era
Chapter 1 The Popularity of Gamification in the Mobile and Social Era Game vs. Gamification game: goal, rules, feedback system, and voluntary par- ticipation.7 In gamification, these building blocks more Computer and video gaming is a huge and widely pop- or less still appear but in a less pronounced manner. ular industry. The worldwide video game marketplace, Going places is mostly a mundane activity. We go which includes video game console hardware and soft- to a supermarket for grocery shopping, drop by a phar- ware and online, mobile, and PC games, was forecast macy to pick up our medicine, visit a museum on a to reach $111 billion by 2015, driven by strong mobile weekend, meet up with friends at a restaurant, and gaming and video game console and software sales.1 go to a dog park to walk our dogs. These are things According to the 2013 State of Online Gaming Report we do in real life. Foursquare, a well-known gamifica- by Spil Games, the number of people who play games tion mobile app that launched in 2009, gamifies this on computers, tablets, and smartphones “is expected common activity of visiting places. It invites people to surpass 1.2 billion by the end of 2013,”2 which is to check in at places, leave tips about them—such as approximately 17 percent of the world’s population. “French toast is great at the so-and-so restaurant, but ReportsLibrary Technology Over 700 million people play online games world- coffee is terrible”—and see which places their friends wide, which is more than 44 percent of 1.6 billion, visited and what kind of tips they left. -
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, -
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 ……………………………………….…….