Sunday, March 7, 2010

Learning by ARG: an interview with Mela Kocher Lennstroem

Mela Kocher Lennstroem is a Swiss games researcher currently living in San Diego, where she conducts post-doctoral research on “the blurring of reality and fiction in digital media, especially in ARGs.” I caught up with Mela via Twitter and email after she co-presented (with Ken Eklund, Stephen Petrina, and PJ Rusnak) a “mini ARG” at the 2010 Digital Media and Learning Conference in La Jolla, California — an ev ent I wish I’d attended, especially after talking to Mela about what happened during her session.

First off, I noticed your dissertation, “Follow the Pixel Rabbit,” on your website. Even though I can’t read German, I found it interesting to flip through the pages. Speaking generally, what’s your dissertation about — and what does the Alice reference in the title mean?

I wrote my dissertation on storytelling in video games around 2002/2003. At that time game studies was still a pretty new thing at universities in Switzerland (and games not really accepted as a serious academic subject). With the reference to Alice in Wonderland I wanted to make the statement that digital games offer a magic, bizarre and wonderful world for the one who dares to enter. My dissertation is about different ways of storytelling and player engagement of video games, hyperfiction and interactive movies – latter being a genre that failed remarkably in its beginnings – just watch/play I’m Your Man!

Mela Kocher Lennstroem

Obviously you are engaged with a lot of different fields of inquiry, from game design to narratology to aesthetics. How did you end up deciding to study/make this kind of stuff? What path did you take to becoming a theorist-practitioner?

Besides frenetically playing Games & Watch as a child, I lead a pretty video game-free life until my roommate in college got me into Myst and Riven. I studied German literature at that point and was curious to test the traditional literary theory frameset on games – and luckily my professor was encouraging that. Writing a dissertation on the topic was a pretty natural step (since it was fun, challenging and exciting), and during that time I played lots of games and taught man y game workshops for teachers and librarians. In the past years I’ve been getting more and more intrigued by ARGs and their vast potential for storytelling and blurring the lines between fiction and reality – so I was more than happy to have gotten a research grant to study, play and now even make ARGs in the USA for two years.

You recently appeared on a panel at the Digital Media and Learning conference entitled, “Storytellers, Storymakers and Learning by ARG.” As a part of the panel, you and your co-panelist, game designer Ken Eklund (World Without Oil), designed and ran a mini-ARG. What was the purpose of this game, and how did it work?

The conference theme was “Diversifying Participation”, and our team wanted to discuss ARGs & participatory learning. Since it would probably take an hour to explain what ARGs are (and people still wouldn’t get it!), it seemed more effective (and way more fun!) to have the audience engage in one first hand. The game plot went like this: One of the speakers (which ended up being me) got lost on campus and was not be able to show up for the session in time. While Ken explained this to the waiting conference attendees, he had a “stress-induced narcoleptic attack of 20 minutes” so the audience was completely left to themselves (while our other two team members, PJ Rusnak and Stephen Petrina, stayed incognito in the room for possible trouble shooting).

I wish I had been there. How many people ended up participating?

You should have! :) There were around 40 people in a quite tiny room so it was packed. It was amazing which strategies the participants came up with – they started a Facebook search, tried to sneak Ken’s phone from his sleeping hand, they tweeted me, tried to call and text me and physically went out on campus to search for me – unfortunately for them, in my fictional world my phone was malfunctioning and I could only send them pictures from my location via tweet to ping.fm. That constraint gave way to lots of creativity, though (as our PM team had hoped for), and the participants truly engaged in their storymaking efforts.

Screen capture of Twitter activity from the mini-ARG, Feb 19, 2010

What kind of feedback did you get? How was the notion of “learning by ARG” understood by the assembled educators?

There was definitely excitement in the room during the game (I watched the video later on). Most of them immediately understood that it was a game, and got into play mode. My favorite reaction was the (failed) gamejack attempt of one man who offered to hold his own speech while they were waiting for the scheduled speaker. Another person doubted that I was truly lost but suggested that I might just need a bit of comforting to take up my role as speaker. Lovely!

Even from this short ARG performance, people saw the great potential ARGs bear for learning – via features like creativity, collaboration, common goals, instant player feedback, immersion, role play, problem-solving… Most attendants thought of the ARG as an inspiring experience during an academic conference stuffed with formal one-to-many presentations.

The players eventually 'found' Mela and directed her back to the conference room.

On a more meta level, how do participatory game constructs like storymaking ARGs complicate or extend your thinking on narrative in digital games? Are the categories of “story” and “game” collapsing into one another, or do the traditional boundaries still hold?

ARGs have a potential for storytelling and storymaking that video games do not have, because of the possibility for real time interaction with the puppet masters and the actual chance for the player (or the more believable illusion!) to influence the course of the game. Narrative adventure video games are in comparison to that so limited and often incoherent due to their closed programming. Of course, more open structured video games like GTA offer completely different ways of experiencing and creating a story as well which also extends beyond the realm of the screen, but ARGs just take this idea much further. But new options bear new problems, and ARGs rely on the puppet masters’ coherent and instant feedback and their fair choices – and on the collaboration of the fell ow players.

To your second question: I’d rather keep the concepts of “story” and “game” apart for analytical reasons, even though they tend to overlap [in the case of] ARGs: [that is,] I can play by being part of the story or by trying to crack a code. I would say that ARGs make story playable, but they are more story than game – but then this also depends on what the player is looking for. I myself love to ’stalk’ a character and get into the game through character interaction while others love to solve puzzles etc. – the more traditional game-aspects of an ARG.

What’s next for ARGs — and for your research in general?

I’m curious to see if ARGs will develop towards shorter, replayable and even payable game formats for wider audiences (and therefore blend with features of video games).

I myself got very intrigued by having experienced a challenging setting like the academic conference as a playground, and I hope to investigate further in that direction. I’m not a fan of serious games per se, but I do believe that “play” in general provides at its core some of the most valuable experiences for living and learning.

Thanks, Mela!

http://remotedevice.net/blog/learning-by-arg-an-interview-with-mela-kocher-lennstroem/

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Saturday, March 6, 2010

A Small Town Anywhere

Multiplayer social media games, including ARGs like Top Secret Dance Off and Must Love Robots, Facebook games like School of Magic, and collaborative production games such as SF0 are inherently about performance. These games allow players to exercise their public voices, step into the limelight, and actively engage with others through performative acts such as videotaping themselv es dancing, submitting fictional robot-dating videos, engaging with friends in role playing mini-games, and creating and documenting ad hoc street art interventions. Likewise, performance artists are discovering the generative and poetic potentials of the magic circle and are finding ways to make theatre-going experiences more and more game-like. One example of this productively category-defying overlap is Coney’s A Small Town Anywhere, which is kind of like an elaborate game of Werewolf, and kind of like an evening at the theatre, and in many ways not at all like either of those things.

A Small Town Anywhere is a theatrical event. It happened at the BAC or Battersea Arts Centre between October 15th and November 7th 2009. A Small Town Anywhere casts a Playing Audience as the citizens of, well, A Small Town Anywhere. There are no actors in the Town except the Playing Audience, who are free to interact and explore as they please. Henri Georges, the Historian convening A Small Town Anywhere, wishes to stress that visitors will not be expected to ‘perform’ in any uncomfortable manner, merely conversing with other vistors and perhaps writing a letter or two. You can speak to Henri in advance of your visit and perhaps discover a history for yourself in the Town, or simply turn up to play your part. (smalltownanywhere.net)

Lyn Gardner’s piece in The Guardian summarizes the experience and impact of the event nicely:

The letter is not addressed to me, but I open it anyway. Having control over the mail is one of the perks of being the postmistress in a small French town. The anonymous writer is, I discover, making a serious allegation – and it’s about me. There are hints about a murdered baby, its corpse buried under a juniper tree. I am, of course, as guilty as hell.

I look around the town square where the baker and butcher are gossiping, watch the children going into the schoolroom, see the mayor walk by. I wonder who wrote the letter. Then I do what I have done with all the previous letters I’ve intercepted. I destroy it. Then I write several ­ letters of my own, slyly suggesting that the schoolmistress was, last year, rumoured to be pregnant. Soon, the whole town will know.

I’m taking part in A Small Town Anywhere, a theatre piece in which the audience are the performers. It’s currently playing at London’s BAC (Battersea Arts Centre), part of a season of interactive shows that redefine the boundaries of theatre. Here, the show is both drama and game. Audience members – there are about 30 per performance – play characters in an imaginary French town. There is no script; every audience member plays a part in developing the story, and thus becomes responsible for its outcome.

And that outcome is not always pretty. The show ends with the community deciding who must be banished from the town to save the rest. (The Guardian)

More: Brendan Adkins’ description of his experience at the event, Matt Trueman’s review.

http://remotedevice.net/blog/a-small-town-anywhere/

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Tuesday, March 2, 2010

Try to remain invisible: Subtlemob

Duncan Speakman’s As if it were for the last time is a soundwalk and street performance wherein audiences are “invited to download an MP3 and turn up at a secret location to listen to the track at a specified time.” Speakman calls this a “subtlemob”; in contrast to flash mobs, participants in subtlemobs are urged to “try to remain invisible” throughout the event by blending into the normal flow of a busy urban space. Consequently, much of the power and poetry of projects like As if it were for the last time lie in their ability to make participants hyper-aware of their surroundings and their roles in the performance of everyday life. As one partic ipant put it, “it was like you were given permission to look — at the people who weren’t doing it.”

From the project’s page at subtlemob.com):

When you put on the headphones you’ll find yourself immersed in the cinema of everyday life. As the soundtrack swells people in the crowd around you will begin to re-enact the England of today. Sometimes you’ll just be drifting and watching, but sometimes you’ll be following instructions or creating the scenes yourself. Don’t worry, there will be nothing illegal or embarrassing, sometimes you might be re-enacting moments you’ve seen in films, sometimes you’ll just be playing yourself. This is no requiem, this a celebratory slow dance, a chance to savour the world you live in, and to see it with fresh eyes. (subtlemob.com)

Playwright and tech enthusiast Hannah Nicklin’s writeup:

This evening I took part in a sound walk-come-performance called ‘As if it Were the Last Time’. It was devised by Duncan Speakman and was put on by subtlemob. It took place on a small number of streets near Covent Garden. It was a (performance? Experience? Neither of these words do -) for two people. We were provided with a map, an mp3, and told to set it going at 6pm on the dot. My critical vocabulary is already struggling with this piece, because it really was very individual. That was the point. For each and every person who took part, the performance (for want of a more accurate word) was theirs. Entirely. And not, in staged theatre, as each audience member receiving the piece from a different perspective. This was each participant doing. The movements, the characters the gestures, the reflection in the shop windows and puddles, and the touch of someone’s hand on a shoulder, were all completely yours. Of your making. (Hannah Nicklin)

News of subtlemob events: http://twitter.com/subtlemob

http://remotedevice.net/blog/try-to-remain-invisible/

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Monday, March 1, 2010

Jeff Watson's research and blog

My doctoral research in Media arts and Practice at the University of Southern California’s School of Cinematic Arts focuses on investigating how ubiquitous computing and social media can enable new forms of storytelling and civic engagement.

http://remotedevice.net/

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Grow a game

Tracy Fullerton: Game Design Workshop

Game design is something of a black art. The trick to doing it well is retaining the black magic but training oneself to control it. There are a lot of books on game design out there, but "Game Design Workshop" is among the very few that develops a wizard rather than a drone.
-Ian Bogost, professor of digital media, the Georgia Institute of Technology and co-founder, Persuasive Games

http://www.amazon.com/Game-Design-Workshop-Second-Playcentric/dp/0240809742/ref=sr_1_1?ie=UTF8&s=books&qid=1267505775&sr=8-1

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Theo van Doesburg

http://en.wikipedia.org/wiki/Theo_van_Doesburg

Van Doesburg had other activities apart from painting and promoting De Stijl: he made efforts in architecture, designing houses for artists, together with Georges Vantongerloo and he designed the decoration for the Café Aubette in Strasbourg. Together with El Lissitzky and Kurt Schwitters, Van Doesburg pioneered the efforts to an International of Arts in two congresses held in Düsseldorf and Weimar, in 1922. A geometrically constructed alphabet Van Doesburg designed in 1919 has been revived in digital form as Architype Van Doesburg. This typeface anticipates similar later experimentation by Kurt Schwitters in his typeface Architype Schwitters.

Van Doesburg also kept a link with DADA, publishing the magazine Mécano under the heteronym of I.K. Bonset (possibly an anagram of "Ik ben zot", Dutch for "I am foolish"). He also published Dada poetry under the same name in De Stijl. Under a second pseudonym, Aldo Camini, he published anti-philosophical prose, inspired by the Italian representative of Metaphysical art, Carlo Carrà. In these works of literature, he heavily opposed individualism (and thus against the movement of the Tachtigers, realism, and psychological thinking. He sought for a collective experience of reality. His conception of intensity had much in common with Paul van Ostaijen's conception of "dynamiek". He wanted to strip words of their former meaning, and give them a new meaning and power of expression. By doing this, he tried to evoke a new reality, instead of describing it.

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Transcript: Bruce Sterling's "Atemporality for the Creative Artist"

“Atemporality for the Creative Artist”
Bruce Sterling
Transmediale 10, Berlin, Feb. 6, 02010

I would like to talk about this slogan ‘Futurity Now,’ and how the idea of ‘futurity now’ might become common sense. Not a contradiction in terms, which it obviously is right now, but a legitimate demand. Or a claim, or a lament.

So, what is ‘atemporality’? I think it’s best defined as ‘a problem in the philosophy of history’. And I hate to resort to philosophy, because I am a novelist. But I don’t think we have any way out here. It is about the nature of historical knowledge. What we can know about the past, and about the present, and about the future. How do we represent and explain history to ourselves? What are its structures and its circumstances? What are the dynamics of history and futurity? What has happened before? What is happening now? What is really likely to happen next?

History is not a science; history is an effort in the humanities. It’s about meanings, values, language, historical identity, institutions, culture. The philosophy of history is about very standard philosophical issues, like ontology, hermeneutics, and epistemology. And I know that’s true, and I can’t help it. But we only have forty minutes here.

So I want to deliver a speech that’s in two parts. The first is about atemporality as a modern phenomenon. What does it look like and feel like, as it actually exists? And the second part of the speech is: what can creative artists do about that? So this is ‘Atemporality for the Creative Artist’.

read the full article: http://www.wired.com/beyond_the_beyond/2010/02/atemporality-for-the-creative-artist/

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Legacy Photo Project (2007)

Illuminati

Sunday, February 28, 2010

Nigel Cross: Design as a Discipline

Nigel Cross:

Nigel Cross is Emeritus Professor of Design Studies.

With academic and practical backgrounds in architecture and industrial design, I have been engaged in design research and design education since the nineteen-sixties. My Open University teaching was mainly on undergraduate level courses in design and technology. My research has been in computer-aided design, design methodology and design epistemology. My principal research interest is in design cognition, analysing the cognitive activities and abilities of designers, through protocol and other studies.

Designerly Ways of Knowing:

The concept of ‘designerly ways of knowing’ emerged in the late 1970s in association with the development of new approaches in design education. Professor Nigel Cross first clearly articulated this concept in a paper called ‘Designerly Ways of Knowing’ which was published in the journal Design Studies in 1982. Since then, the field of study has grown considerably, as both design education and design research have developed together into a new discipline of design. This book provides a unique insight into a field of study with important implications for design research, education and practice.

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Pizza vortex

There will be pizza.

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Wednesday, February 24, 2010

Talking story with Jan Libby

A couple of weeks ago I posted a list of content management and delivery tools for indie ARG producers. In the comments, Jan Libby (@labfly) noted that “the first element you need to organize and lay out is ‘your story’ and then later how it connects to the world. After all, this is a storytelling genre.” Knowing that Jan is a prolific and talented indie ARG designer, I asked her if she would be interested in doing a short interview about how she plans and evolves her games — and about the important role of story in ARGs in general. We exchanged a few emails, and Jan sent me these responses — along with some great behind-the-scenes images from her upcoming indie storyworld, 36nine …

I wanted to dive right into some nuts-and-bolts writer stuff, so here goes. Suppose you’re setting out to make an indie ARG. How do you begin? Do you start with particular design goals (e.g. modes of participation you’d like to elicit, networks you’d like to engage with, etc), or do you look for a story first?

Whether i’m working w/a client or doing an indie, i always begin with story. Of course, with a client i will have many things to consider (brand’s voice, brand’s audience, brand’s platforms, etc.) while creating a story that fits for the gig, but story is still most important. The way the story unfolds to & interacts with the online and offline world happens organically as i write the story (but i keep that list of mechanics separate).

Screenwriters and novelists typically articulate their themes by moving a protagonist through conflict, crisis, climax, and resolution. ARGs and other distributed story/play activities arguably function in a very different way — not least because of their fundamentally participatory nature, which has the effect of fragmenting the role of the protagonist across the player community. What’s your thinking on how ARGs can engage with themes and create meaning?

My ARG stories are very much like screenplays.. except instead of the conflict, crisis, climax and resolution only happening to the character world, it also happens to my players/audience. So, as i write the storyline/storylines for the characters, i’m not only working out how the events will change the characters, but also considering where the players/audience fit into this world and how they will/may touch it/affect it/change it.

Boundaries seem to blur rather quickly in the ARG space. I wonder: do you consider yourself a game designer or a storyteller — or neither?

I really consider myself a storyteller that loves ARGs… and i still like “puppetmaster”.

I’m curious about how you structure your projects. Do you work with a storyboard from the very beginning — i.e., do you use it to discover the arc of your story — or is it something you only bring in once you know where things are going?

Usually a story has been in mind for quite some time before I begin to write it, storyboard it, etc. At some point i buy a notebook, foam core and index cards. The notebook comes first. i write and write and write and soon the notebook leads to index cards and foam core boards. The first set of boards i create break down the Acts of the ARG (this will include diff paths the players/audience may create). The next set of boards will break down the characters. Near these boards i place boards for “assets” and begin those lists. Later in the process i will connect story and characters to assets via string. i’m sure that sounds archiac but i work best when i can touch it and live with it around me like that. i can look at and rework these boards for a long time. i have boards up right now that i’ve been working on for over 8 months. i’m slowly building a world and the boards are evolving as i write scripts, build sets, props, shoot, etc. soon i will begin the ARG boards. My ARG boards will take me from day 1 to end game/goodbyes and beat out what happens each day within the storyworld (including mechanics, assets, shoot sched, etc).

In your comments on my earlier post, you wrote: “my storyboard is separated from my assets charts.” Why do you think it’s important to keep things separate this way?

I prefer ARGs with a story. Some ARGs just deliver a string of events. For me, by starting with a “storyboard” that is dedicated to story only, i can be sure i will not make this mistake.

ARGs are inherently collaborative; creators often work in teams, and games almost always involve a large amount of back-and-forth between the players and the designers. How do you accommodate for this dynamism in your story planning?

You make sure you communicate well with everyone on the team. This means you must have a great way to share information and to keep everyone on the same page. On a recent project i simply made a doc out of my ARG boards. Each day everyone could look at that and see what was happening that day and where we were headed. It’s also really important to have a great producer staying on top of everyone with a hot sheet. Everyone should know as you head into producing the ARG that some things will change due to players/audience interaction/participation. So, you must make certain that you have the time in your schedule to accommodate those changes and forks in the road. i don’t think its a good idea to shoot a ton of stuff pre-launch. i do shoot some, but most is scheduled to happen post launch so that is really is happening during the “story time”. (its like live theatre that can react/change/or not to the players/audience) And again, y ou make sure you communicate the changes well with everyone.

Where are things going for ARGs? And for you?

i really don’t know where ARGs are going. i think if ARGs are to survive they need to grow and change. First, we need to tell better stories. i would love to see more artists and filmmaker types dive into the genre to help push the envelope. We need to examine how ARGs play out. There are many problems with how and where ARGs are played out now. Many people have told me they’d love to play an ARG but just don’t know “what to do” or “where to go”. i’ve been playing around with different “live help” ideas. On Levi’s we had “GameTeam” who were around the boards to help out newcomers. i know it was a useful tool but its only the beginning. Also, traditional forums are overwhelming to many newbies. The forum set up hasn’t changed much since.. um forever. we should redesign “the forum” or the space where the players organize and meet. Beyond all that, i do think that “interactive storyworlds” have a big future. i’m certain that someday, in the not so distant future, some cousin of ARGs and MMORGs will deliver episodic adventures to players/audience. i like this idea that on a given night a storyworld comes alive and you are invited to step into it and for a couple hours and then check back next week for the next episode.

Thanks, Jan!

Jan Libby created the popular indie Alternate Reality Games – Sammeeeees & Wrath of Johnson (Sam II). Her year following Sammeeeees was spent writing and designing for LG15 Studios (on the Lonelygirl15 Series season 1 & 2). She then partnered on Book 3 of the horror/sci-fi Eldritch Errors with Brian Clark & GMD Studios. Jan now works primarily as an ARG/ARE and Community consultant to Media Companies and Agencies. After recently wrapping on Levi’s GO IV Game/Experience, Jan has spent the last couple months building up her next indie ARG storyworld, 36nine.

http://remotedevice.net/blog/talking-story-with-jan-libby/

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Monday, February 22, 2010

ARG readings and reflections: an annotated bibliography

It’s hard to find someone who actually likes the term, “alternate reality game.” Observers worry that it’s too broad, or that it’s not broad enough; that it overemphasizes play, or that it underemphasizes players; that it leaves out storytelling, or that it puts too much focus on narrative. There’s no consensus on precisely what the term refers to and even less consensus on what it should. Still, at the end of the day, “ARG” is the most familiar of all the terms on offer, and I suspect that designers and academics will keep on using it until it slowly fades into redundancy. The boundaries between gameplay and storytelling, single-platform and multi-platform, real and virtua l, author and audience, are all disappearing as we speak. It’s all fiction. Someday we’ll just leave it at that.

This resource contains links to blog posts, conference papers, journal articles, and other texts related to alternate reality gaming.

Defining ARG

  • WTF is an ARG? (Andrea Phillips, 2009) “Why can’t we reach a consensus on what an ARG is, and what an ARG isn’t? Why do we return home, like swallows to Capistrano, to that question: What IS an ARG? This is my attempt to wrestle with this knotty topic, and offer up a few opinions.”
  • Undefining ARG (Sean Stacey, 2006) “I have a way to define alternate reality gaming in such a fashion as to prove to you that I cannot in fact define it at all. While the previous statement may seem nonsensical, I encourage you to bear with me. The following is written with the assumption that the reader has some passing familiarity with the history, mechanics, and gameplay of ARGs.”
  • Alternate Reality Games (Sean Stewart, 2006) “Building an ARG is like running a role-playing game in your kitchen for 2 million of your closest friends. Like a role-playing game, we get players to actually enter the world of our story and interact with it, both online and in the real world.”

Design approaches and philosophies

  • Everything you know about ARGs is wrong (Dan Hon, 2008) “There are, it seems to me, a number of differing interpretations as to what an ARG is, exactly, and that makes them quite easy to attack. If you don’t know what something is, it’s quite easy for it not to have lived up to your expectations.”
  • ARGFest 2007 Keynote (Elan Lee, Sean Stewart, 2007) “Delivering a keynote address to this audience is really difficult. What can we talk about? We can’t talk about anything we’ve done in the past because you were all there experiencing it. We can’t talk about anything we’re working on right now because that would ruin the fun and the mystery of the experience. We can’t talk about anything we have planned for the future because frankly, you are the competition. All that’s left is self-deprecation and the elephant in the room…trust.” (summary here)


See also: Part 2

Poetics, formal analyses, and surveys

  • Storytelling in New Media: The Case of Alternate Reality Games, 2001-2009 (Jeffrey Kim, Elan Lee, Timothy Thomas, and Caroline Dombrowski, 2009) “New media allows previously passive consumers to tell and shape stories together. Yet most information is still disseminated in a top–down fashion, without taking advantage of the features enabled by new media. This paper presents five Alternate Reality Game (ARG) case studies which reveal common features and mechanisms used to attract and retain diverse players, to create task–focused communities and to solve problems collectively. Voluntary, collective problem solving is an intriguing phenomenon wherein disparate individuals work together asynchronously to solve problems together. AR Gs also take advantage of the unique features of new media to craft stories that could not be told using other media.”
  • Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games (Christy Dena, 2008) “This paper introduces an emerging form of participatory culture, one that is not a modification or elaboration of a primary producer’s content. Instead, this paper details how the artifacts created to ‘play’ a primary producer’s content has become the primary work for massive global audiences. This phenomenon is observed in the genre of alternate reality games (ARGs) and is illustrated through a theory of ‘tiering’. Tiers provide separate content to different audiences. ARG designers tier their projects, targeting different players with different content. ARG player-production then creates another tier for non-playing audiences. To expl icate this point, the features that provoke player-production — producer-tiering, ARG aesthetics and transmedia fragmentation — are interrogated, alongside the character of the subsequent player-production. Finally, I explore the aspects of the player-created tiers that attract massive audiences, and then posit what these observations may indicate about contemporary artforms and society in general.” See also: Christy’s online augmentation for this paper.
  • Towards a Poetics of Multi-Channel Storytelling (Christy Dena, 2004) “As yet no poetics to address transmedia, alternate reality gaming, cross- or multi-platform and cross-media of content have been proposed in academia; in addition no poetics has been invented for multi-channel single-story creation (that is: one story told over multiple media). This paper provides an overview of the poetics being developed for multi-channel storytelling. It is a narrative schema intended for instructional use in story creation and literary criticism.”
  • IGDA ARG SIG Whitepaper (IGDA, 2006) “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.”
  • ‘This is Not a Game’: Immersive Aesthetics and Collective Play (Jane McGonigal, 2003) “The increasing convergence and mobility of digital network technologies have given rise to new, massively-scaled modes of social interaction where the physical and virtual worlds meet. This paper explores one product of these extreme networks, the emergent genre of immersive entertainment, as a potential tool for harnessing collective action. Through an analysis of the structure and rhetoric of immersive games, I explore how immersive aesthetics can generate a new sense of social agency in game players, and how collaborative play techniques can instruct real-world problem-solving.”

Theoretical context

  • ARGs and Academia (IGDA ARG SIG Wiki, 2007) “For many academics, ARGs are the manifestation of theories they have been exploring for a long time. ARGs provide, therefore, the unique opportunity to see many theories in action. Popular topics of interest have been the notion of fictionality, the notion of a game space, interactive narrative, commerciality and player dynamics. They have entered the realm of ARGs informed by particular key ideas which are exemplified in the following texts…”
  • Participation (Claire Bishop, ed, 2006) “Participation begins with writings that provide a theoretical framework for relational art, with essays by Umberto Eco, Bertolt Brecht, Roland Barthes, Peter Bürger, Jen-Luc Nancy, Edoaurd Glissant, and Félix Guattari, as well as the first translation into English of Jacques Rancière’s influential ‘Problems and Transformations in Critical Art.’ The book also includes central writings by such artists as Lygia Clark and Hélio Oiticica, Joseph Beuys, Augusto Boal, Felix Gonzalez-Torres, Thomas Hirschhorn, and Rirkrit Tiravanija. And it features recent critical and curatorial debates, with discussions by Lars Bang Larsen, Nicolas Bourriaud, Hal Foster, an d Hans-Ulrich Obrist.”
  • Relational Aesthetics (Nicolas Bourriaud, 1998) “Where does our current obsession for interactivity stem from? After the consumer society and the communication era, does art still contribute to the emergence of a rational society? Bourriaud attempts to renew our approach toward contemporary art by getting as close as possible to the artists works, and by revealing the principles that structure their thoughts: an aesthetic of the inter-human, of the encounter; of proximity, of resisting social formatting.”
  • The Open Work (Umberto Eco, 1962) “The Open Work remains significant for its powerful concept of “openness”–the artist’s decision to leave arrangements of some constituents of a work to the public or to chance–and for its striking anticipation of two major themes of contemporary literary theory: the element of multiplicity and plurality in art, and the insistence on literary response as an interactive process between reader and text. The questions Umberto Eco raises, and the answers he suggests, are intertwined in the continuing debate on literature, art, and culture in general.”

Case studies and ethnographies

  • Fictional Press Releases and Fake Artifacts: How the Smithsonian American Art Museum is Letting Game Players Redefine the Rules (Georgina Bath Goodlander, 2009) “In the fall of 2008, the Smithsonian American Art Museum hosted an Alternate Reality Game titled ‘Ghosts of a Chance.’ We did this with three goals in mind: to broaden our audience, to do a bit of self-promotion, and, most importantly, to encourage discovery around our collections in a new, very interactive way. This paper will discuss the challenges that the museum faced, evaluate the successes and failures of each part of the game, and make recommendations for other museums interested in trying something similar.”
  • Tracking the emergent properties of the collaborative online story “Deus City” for testing the standard model of alternate reality games (Adam Brackin, 2008) “This study explores the possibilities for better collaborative storytelling through Alternate Reality Games by investigating their origins as well as their definably unique qualities and characteristics; by critically analyzing the recent Alternate Reality Game “Deus City” which was specifically designed for the study to test new forms and delivery methods within the context of the genre; and by outlining areas of change which indicate where the future of Interactive fiction may be very soon.”
  • Why I Love Bees: A Case Study in Collective Intelligence Gaming (Jane McGonigal, 2007) “This essay describes the design and successful deployment of a series of massively collaborative game missions in I Love Bees, the alternate reality game. Alternate reality games (ARGs) are massively multiplayer puzzle adventures that combine online interactive content with real-world game events. McGonigal proposes ’stimulating ambiguity’ as the central design philosophy of ARGs. She explores how ambiguous game content stimulates massively collaborative game play that allows for a greater share of leadership and meaningful participation in large-scale player groups. She also outlines how the open-ended puzzles of ARGs inspire multiple, creative interpretations that allow for diverse problem-solving strategies to flourish in a single player community. The essay is grounded in a close reading of player-produced content and their interpretations of the core puzzle of the I Love Bees game: a series of several hundred GPS coordinates, dates, and times that were listed on the central game Web site.” (.pdf here)
  • See also: ARGs in institutions

Interviews with designers, researchers, and players

  • Interview with Cathy’s Book Co-Author Sean Stewart (Michael Anderson, Sean Stewart, 2010) “[You] could argue that storytelling has only gone through five big revolutions: campfire stories, the invention of theater, the invention of the printing press and rise of the novel, the motion picture camera and cinema, and THIS, whatever the hell you want to call it. The multi-platform many-to-many art that the internet enables. I am incredibly aware of my stupendous good fortune in lucking into a ground floor suite in Revolution #5. It would seem ungrateful to turn my back on it just now.”
  • Events, not ARGs: Interview with the founders of 4th Wall (Elan Lee, Jim Stewartson, Sean Stewart, 2009) Interview on Variety’s Technotainment blog. “Our new company — 18 months old now — the basic idea is to take the rock concert and figure out, ‘What’s the album? What’s the content version of that so you can have these experiences any time, so they don’t go away on the date of a future release?’ They can ultimately be monetized. So, we think of the format and what we’re building as a genuine new entertainment format, one that sits between moves and video g ames.”
  • Producing Transmedia Experiences: Participation & Play (Frank Rose, Jordan Weisman, Ken Eklund, Louisa Stein, Mia Consalvo, 2009) Panel discussion from Futures of Entertainment 4. Moderated by Ivan Askwith. “One of the most overt forms of transmedia storytelling, the Alternate Reality Game (ARG), often makes participation a central and defining aspect of transmedia experiences, and creates opportunities to engage participants in play, performance and game-like systems. H ow can these interactive and participatory experiences be planned for? What is their function in the larger transmedia experience, and how do we understand the relative roles of the “author” and the “audience” in creating transmedia experiences?”

  • Storytelling 2.0: Alternate Reality Games (Elan Lee, Sean Stewart, 2008) TOC’s Liza Daly conducts the interview. “I wanted to know if ARGs are a viable form of commercial storytelling, if they can be packaged up after the experience has ended, and if they can engage with a wider audience beyond hard-core gamers.”
  • Elan Lee’s Alternate Reality (Elan Lee, 2006) “I consider the first ARG The Beatles’ “Sergeant Pepper” album. Of course, it depends how you define an ARG. My definition is very loose. An alternate reality game is anything that takes your life and converts it into an entertainment space. If you look at a typical video game, it’s really about turning you into a hero; a super hero, a secret agent. It’s your ability to step outside your life and be someone else. An ARG takes those same sensibilities and applies them to your actual life. It says, what if you actually were a super hero, what if you actually were a secret agent? Instead of living in the box that’s your television or your computer, why not use your actual life as a storytelling delivery plat form?”
  • The Story Doesn’t Care: An Interview with Sean Stewart (Sean Stewart, 2006) “I honestly believe that the gods in their infinite mercy looked down and gave me a chance —miraculously and wholly unlooked for—to be at Kitty Hawk, to be in motion pictures in 1905, to be at a place and a moment in time where something extraordinarily exciting was just getting off the ground. As much as I’d like to think it had much to do with my merit, mostly it’s this huge stroke of timing and good luck to be in the right place at the right time, working with the right people, to have a chance to be in on something at an extraordinary cultural moment.”

Research resources and references

Looking for a more traditional bibliography? Click here to view this list using the Chicago Manual of Style.

As always, any comments are much appreciated!

http://remotedevice.net/blog/arg-readings-and-reflections-an-annotated-bibliography/

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Wednesday, February 17, 2010

ARGs in institutions: museums, libraries, schools, and beyond

This resource contains examples of alternate reality games (ARGs) created for museums, libraries, schools, and government agencies. Also included are links to related resources, designers, observers, and policy-makers.

Know of something that should be listed here? Please get in touch with me via the comments and I will update the resource.

Museums

Games

  • Ghosts of a Chance (Smithsonian, 2008-2010) “We live in a world in which information and entertainment are customizable and immediately available. The Internet has become a larger part of everyday life, and so too have networked games, as people seek community, activity, a sense of achievement, and the chance to be part of something bigger . . . Museums can reach out to their audiences in more ways, using blogs, podcasts, video, and social media, but can they meaningfully engage visitors using games? In the fall of 2008, the Smithsonian American Art Museum hosted an Alternate Reality Game titled “Ghosts of a Chance.” We did this with three goals in mind: to broaden our audience, to do a bit of self-promotion, and, most importantly, to encourage discovery around our collections in a new, very interactive way. This paper will discuss the challenges that the museum faced, evaluate the successes and failures of each part of the game, and make recommendations for other museums interested in trying something similar.” (Archimuse)

  • More on Ghosts of a Chance: Georgina Goodlander’s paper, Nina Simon’s blog writeup, Anika Gupta’s piece on Smithsonian.com and goSmithsonian, Washington Post coverage, and NPR’s coverage.
  • PHEON (Multiple institutions, 2010) “For the past couple of months CityMystery has been building a new game, called PHEON. (A pheon is an ancient Greek arrowhead that has come to symbolize nimbleness of wit.) The purpose of our game is to celebrate (and reinforce) the American impulse to innovate. An economist friend of mine recently said that we have to “invent” our way out of our current mess. With PHEON I am promoting the idea that Americans understand innovation as a reoccurring utility of our democracy, one that matches our ability to adapt and succeed. PHEON’s subtext has to do with how ideas are passed along: how one person articulates a wish that another fulfills.” (“Sneak Preview of a New Museum Game“)
  • More on PHEON: see Pass on the PHEON!.
  • Many museums are also developing location-specific games and storytelling activities (like this) that don’t fit comfortably into the definition of an ARG. For some starting points for looking into these kinds of projects, see my locative media and ambient storytelling resources, and visit Nancy Proctor’s site, Museum Mobile.

Articles and discussions

  • Reshaping the art museum June 2009 article from ArtNews: “Confronted with urgent demographic realities, art-museum directors are drawing on game theory, interactive technology, and a host of other new strategies to help people feel welcome, engaged, and emotionally fulfilled.”
  • Smithsonian 2.0 “The two-day Smithsonian 2.0 gathering explores how to make SI collections, educational resources, and staff more accessible, engaging, and useful to younger generations (teenage through college students) who will largely experience them digitally. Over 30 creative people from the web and new media world will meet with 30 Smithsonian staff members to generate a vision of what a digital Smithsonian might be like in the years ahead.”

Libraries and Library Systems

Games

  • Find Chesia (Carroll County MD Public Library, 2009) “Carroll County Public Library simply defined their ARG as a game played online and in the real world, where players solve puzzles, collect clues and objects, and ultimately find out about the mysterious Chesia. The library’s definition focused on the interactive story element and the promotion of technology literacy. Lynn Wheeler, Director of Carroll County Public Library, expressed pride in the project and the volunteers and staff who ‘have worked tirelessly to create delightful opportunities for teens to learn about and in turn use Web 2.0 technologies to create fun learning activities.’” (School Library Journal)

  • Blood on the Stacks (Trinity University, 2006-2007) “Blood on the Stacks began in the spring of 2006, with a charge from Library Director Diane Graves to invent an orientation to follow in the footsteps of the hugely successful Harry Potter-themed orientations created by science librarian Barbara MacAlpine. Librarians Jeremy Donald, Clint Chamberlain and Jason Hardin created a mixed-media, digital/analog experience that treated the library as both a cyberspace and a bricks-and-mortar campus hotspot. Communication professor Aaron Delwiche supplied the idea of making the library orientation an ‘alternate reality game,’ where a fictional online narrative combines with real-world people, places, and events to create a game that blurs the boundary between the real and the imagine d, the online environment and physical reality.” (lib.trinity.edu)

Universities, Colleges and K-12

Games

  • ARGOSI (Manchester Metropolitan University/University of Bolton, 2008-2009) “Alternate Reality Games for Orientation, Socialisation and Induction (ARGOSI) was a JISC-funded project that ran from April 2008 to March 2009. It designed and piloted an Alternate Reality Game (ARG) to support the student induction process. This small-scale pilot project was . . . aimed to provide an engaging and purposeful alternative to traditional methods of introducing students to university life.”
  • Skeleton Chase (Indiana University, 2008) “In late May [of 2008], Indiana University announced that it received a $185,000 grant from the Robert Wood Johnson Foundation to explore how interactive digital games can be designed to improve players’ health. . . The [alternate reality game produced with this grant] was a collaboration between professors Anne Massey (Kelley School of Business), Jeanne Johnston (Kinesiology Department), and Lee Sheldon (Telecommunications Department).” (ARGNet)

Articles and Discussions

Government

  • Federal multi-agency Alternative Reality Game “The general idea of a multi-agency ARG would be to use game play as a way of engaging citizens in an exploration of democratic ideals. It would also be a way to discover new connections between Federal agencies, and new ways of connecting citizens to their government.” (Smithsonian 2.0)

Designers, observers, and policy-makers

  • ARGLE Angela Colvert’s research into the potential of alternate reality gaming in education.
  • Center for the Future of Museums “Musings on the future of museums and society from Elizabeth Merritt, founding director of the Center for the Future of Museums, an initiative of the american association of museums”
  • Georgina Goodlander Manager of the Luce Foundation Center (visible storage) at the Smithsonian American Art Museum.
  • John Maccabbee Game designer/producer/writer; involved in Ghosts of a Chance and PHEON.
  • MOERG “Alex Moseley is an Educational Designer at the University of Leicester. He is a learning and teaching practitioner, and conducts research into skills and subject teaching and support using paradigms from online games and social networks.”
  • Museum Mobile Nancy Proctor’s MuseumMobile “is a forum for conversations about mobile interpretation – media & technology – for museums and cultural sites.”
  • Nicola Whitton “I feel that the combination of gaming characteristics and lo-fi environment in ARGs are ideally suited to learning.”
  • Nina Simon “[works] with museums to design exhibitions, programs, and online experiences that engage visitors as co-creators and community members, not just consumers.” Her design consultancy, Museum 2.0 is “focused on creating participatory, dynamic, audience-centered museum spaces.”
  • NITLE “The National Institute for Technology in Liberal Education (NITLE) is a community-based, non-profit initiative that helps liberal arts colleges and universities explore and implement digital technologies.”
  • Playtime Anti-Boredom Society Creators of SF0 and many other exciting projects; involved in production of Ghosts of a Chance.

See also: ARGology.org: ARGs in Education & Training, IGDA ARG SIG Whitepaper 2006, IGDA ARG SIG wiki: Educators and ARGs, Google keyword search [1] [2] [3]

http://remotedevice.net/blog/args-in-institutions/

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Testing "The Tea Fairy" SMS Photo Game

A MEML mini-game featuring Veronica Paredes and Kristy Kang.

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Monday, February 15, 2010

Hand from Above

Chris O’Shea:

Hand From Above encourages us to question our normal routine when we often find ourselves rushing from one destination to another. Inspired by Land of the Giants and Goliath, we are reminded of mythical stories by mischievously unleashing a giant hand from the BBC Big Screen. Passers by will be playfully transformed. What if humans weren’t on top of the food chain?

Unsuspecting pedestrians will be tickled, stretched, flicked or removed entirely in real-time by a giant deity.

Hand from Above is a joint co-commission between FACT: Foundation for Art & Creative Technology and Liverpool City Council for BBC Big Screen Liverpool and the Live Sites Network. It premiered during the inaugural Abandon Normal Devices Festival. (Chris O’Shea: Hand from Above)

Via Urban Prankster

http://remotedevice.net/blog/hand-from-above/

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Thursday, February 11, 2010

Building a vast world with an indie board game: an interview with James Taylor

James Taylor describes his board game, The Gentlemen of the South Sandwiche Islands, as “a strange little logic puzzle with an archaic feel.” It’s a highly engaging game, with a simple set of core mechanics that give rise to some very complex and nuanced strategic gameplay. But the game is just as interesting in terms of the way it incorporates narrative, both inside the game — as an emergent property of the game’s rules and the fictional frame — and outside the game — as a variety of transmedia artifacts. In this brief interview, I ask Jim a few questions about how his game engages play ers in consuming and producing story both within and beyond the boundaries of the magic circle.

Hey, how’s it going?

Heya Jeff. It’s going well, I s’pose.

Cool. So I wanted to talk to you about the role of narrative in and around your board game, The Gentlemen of the South Sandwiche Islands. One thing that really stood out to me when I played is the way the game provokes storytelling among the players. I know you’ve playtested this thing a lot — what kinds of storytelling behaviors have you noticed during your playtest sessions?

Yeah – I did pay attention to the emergent storytelling in the gameplay. Different pieces will wind up together on islands, and players will sometimes come up with little micro-narratives for these scenarios. For instance, if the two gentlemen characters wind up together, players tend to come up with some biting (British) trash talk between them. In one of the versions of the game, I had a lot of quotes from the characters in the character booklet [that comes with the game]. I spent a lot of time getting those quotes just right, but then I ditched a lot of the quotes because I felt like they were actually getting in the way of players imagining scenarios. I’ve had to stop myself from overdetermining the experience. It’s certainly the difference between designing a game and writing a short story. With a game, people have to meet you halfway with their own creativity.

Which came first, the game mechanics, or the storytelling? What were your original design intentions?

There was a story first. But it wasn’t the story of the Sandwiche Islands. It was a dream about a warped city intersection – and trying to cross crosswalks in order to strategically reorganize a group. The game was dark and it was called The Intersection. (I think I was watching a lot of The Wire at the time.) But it was just a little too dark so I set the game in another time period and I lightened up the narrative.

As for my design intentions: I can’t say I really had any. I didn’t set out saying: “I want to make a novelistic game or a literary game, or an old courtship or an educational game”….or anything like that. I just had a dream about this thing. I got out of bed and stared at a piece of construction paper for a while, then I decided to put down a couple of blocks…or spaces. Somehow, the game managed to hold my attention for an entire year.

For part of that time, you have to understand that I was going through a break up and somehow it was comforting — and a pleasant distraction — to just play out different scenarios in the game. There are hundreds of thousands of possibilities on the game board, and somehow it was soothing to play through these while my head was all disjointed from the breakup. It was a pleasant distraction.

At what point did you decide to start building a world of story around your game instead of just inside of it?

It started with one little detail that I wanted to include. But I couldn’t fit it into the character booklet. The South Sandwiche Islands are located just south of Galapagos and the story takes place about a half century before Darwin. One of the characters, Puff, has a hobby of collecting insects and he’s always mumbling on about stuff that sounds strikingly similar to the theory of evolution. But no one ever listens to him. Again, I couldn’t fit this into the character booklet, so I expanded it into a letter, and then I realized that I had a very detailed and coherent world (and history) in my head that I could include by way of these different letters.

Of course there’s also another story level of the game’s making and creation.

When I saw you the other day, you were working on writing customized “letters” to include with in each game box. You said the idea was that everyone who buys the game is going to get a unique letter written by one of the characters in the story world. You also said that this was turning out to be a lot of work. Could you talk about this a bit for people unfamiliar with this aspect of the project?

Sheesh – I don’t want to get anyone’s hopes too high. Realistically there will probably be 3 different versions of the game that each contain different sets of letters. The idea is that the different sets of letters are all different fragments of the grander historical puzzle. But, yes, even the 3 different sets of letters are becoming time consuming. I just wrote one in the voice of an 18th century weathered British ship captain and it’s hard to get the accent right – I just read a lot Moby Dick and hoped for a spillover…

Perhaps the most fun aspect of the letters is that all (or most) of them will mention someone holding another letter, or writing a letter, within it. For instance, when the ship captain sees Jules, Jules is holding two letters in his hand – and the reader might wonder if those letters will become important, or appear in someone else’s game box. This literary conceit of referring to the actual object of the letters (which later work themselves into the text) is something that you can find a bit of in Samuel Richardson’s Pamela, which was published in 1740.

So, in summary – yes the letters are a lot of work; but I think it’s manageable; and I’m willing to do that work because letters somehow perfectly lend themselves to fragmented narratives.

Are there any particular outcomes you’re looking for here — for example, are you hoping that players will begin to communicate with one another in order to share the content of their letters?

(Totally loaded question!) Sure, breaking up the history of the game into these letters is a way, I think, to create a strong fan community. People talk about stories (like movies and books) anyway, because they create a shared cultural experience, so why not let people talk about the content and in talking about it find out more about the story itself? It’s including the socializing process of media into the content. Or the content into the process of socialization.

I was taking Henry Jenkins’ transmedia entertainment class and remember reading something about building vast worlds that are so deep that no one person could possibly collect all of the diegetic information, so fans have to exchange story information with others in order to get a better sense of the story and world.

I think that was what I was aiming for in breaking up the letters into different boxes.

What’s next for you?

I recently turned down a game deal from a small/mid level publisher. They wanted exclusive publishing rights. I wasn’t ready to make that commitment. Instead, I’ve decided that I’d like to see this game sold in bookstores. I think it has literary roots. I’m set on seeing it in bookstores.

For more info, see this post from Henry Jenkins, which includes Jim’s notes on the role of transmedia storytelling in the project. You can find out how to buy your own copy of the game here.

http://remotedevice.net/blog/vast-world-indie-boardgame/

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Wednesday, February 10, 2010

Map of my social web presence

Map of (most of) my web presence, including Google Buzz. Created w/ Cmap Tools.

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