adamcrowe + alternativerealitygaming 101
PaxSims -- Reflections on EVOKE
july 2010 by adamcrowe
'Any experienced teacher knows that if you leave a class to discuss issues without any support, they’re at significant risk of accepting trendy stereotypes or allowing inaccuracies to go unchallenged. Sadly, I saw a fair share of this in EVOKE discussions. It could also be argued that the EVOKE story was simply a mechanism designed to encourage initial discussion and later activism—a prod to social networking and action, rather than educational content in itself. This, I think, is a much more substantive response to my concerns. After all, the website is built around the idea of participation and discussion. It also repeatedly emphasizes the “ten powers” needed to change the world—collaboration, courage, creativity, entrepreneurship, local insight, knowledge sharing, resourcefulness, spark, sustainability, and vision—all of which are obviously good things. However, I think they’ve underestimated the extent to which students can absorb the wrong lessons...' -- Points or it didn't happen
thegamingofeverydaylife
paternalism
nudge
seriousgames
seriousrealitygaming
alternativerealitygaming
gaming
ludotopianism
activism
july 2010 by adamcrowe
Invoke – An ARG to Save The World Bank
march 2010 by adamcrowe
‘Beware of white women who come bearing Nigerian proverbs.' – Nigerian proverb. -- To play, post a comment explaining your Nobel-Prize-winning idea for how the World Bank can successfully whitewash its international public image. Note: All of your ideas are valid, except any solution that suggests that the World Bank make online propaganda in the form of a game. They already did that – it’s called EVOKE! -- Our game INVOKES the guise of progressive social activism and community organising to promote pro-capitalist ideology. Its implicit message is that the problems of the world – including hunger, poverty, environmental destruction, injustice and disease – can and must be solved within the logic of the free market system.' -- Well it could, if it were actually free. +9000 internets for the parody and righteous anti-debt campaigning, -10000 burned-out braincells for the lack of economic understanding – which is precisely what enables these parasitic institutions to take hold.
thegamingofeverydaylife
ludotopianism
oligarchy
propaganda
backlash
alternativerealitygaming
parody
march 2010 by adamcrowe
Christy's Corner of the Universe -- Parody and Design
march 2010 by adamcrowe
Righteous parody is righteous (Are we not yet sick of McGonigal's endless fixings of the world? Can has 'research' monies in return for *youth recruitment*, plox? Yes, Ms McGonigal, you rankle every possible suspicion when you're being funded by global government.) -- As many of you would be aware, the World Bank is behind a new online game called Evoke. A parody has been created. Invoke is described as an “ARG to save the World Bank”. The parody is a critique of the World Bank, capitalism, branded entertainment, ARGs, Jane McGonigal’s online games [and] the rhetoric of ‘games saving or changing the world’. This is something that Jane has been championing for years. The Invoke attack on branded entertainment is somewhat specific to the World Bank being behind this project.' -- The World Bank is not a 'brand', it's a non-voluntary, global government institution, specifically mandated with 'shock therapy' debt predation.
criticism
thegamingofeverydaylife
paternalism
ludotopianism
nudge
communityorganizing
socialengineering
alternativerealitygaming
parody
JaneMcGonigal
march 2010 by adamcrowe
Guardian -- X marks the future of game narrative?
november 2009 by adamcrowe
'Here's the interesting bit. On page 13 of the online comic, it's possible to click on a computer monitor in one of the frames. This plunges you into a sort of old school text adventure, which borrows the first line from classic of the genre, Zork. This is followed by another mini-game based around assembling genetic codes. Apparently, X will eventually be a cross-platform retail game release, which will include consoles. It will also turn up as a printed graphic novel and an online community-driven ARG. Somehow, they will all align and interact. "We've introduced a world inside a graphic novel that people can come and explore at their own pace, go as deep down that rabbit hole as they want, and join and interact with a community of other people all doing the same thing. Now, once you have a global universe evolving, and the player's experience unfolds within that universe, you have some real potential for complementary, parallel stories."'
storytelling
gaming
virtualworlds
narrativearchitecture
narrativeenvironments
narrativeobjects
liminalobjects
objects
ARG
alternativerealitygaming
immersion
epistolary
comics
transmedia
november 2009 by adamcrowe
Campfire -- True Blood: Revelation
september 2009 by adamcrowe
'In the show, a synthetic blood beverage called “Tru Blood” allows vampires to walk among humans. HBO faced some specific communications challenges marketing True Blood. Primary among them was creating awareness, building buzz and ultimately driving tune-in.
trueblood
liminality
liminalobjects
objects
transmedia
alternativerealitygaming
casestudy
september 2009 by adamcrowe
Mssv -- A Metaphor for ARGs
june 2009 by adamcrowe
"This football metaphor ... has a few flaws: Firstly, it references a game that has no story. You could argue that the actions of players creates a meta-story about injuries, rivalries, transfer windows, etc, but that’s not the point of football; the point is scoring goals. This is not so true of ARGs with stories – which is to say, most of them. Secondly, the metaphor fails to capture the wide range of involvement that players have in ARGs." -- Left a comment about 'tidying up' messes.
gaming
gamedesign
gamemechanics
alternativerealitygaming
tidying
june 2009 by adamcrowe
New Tee Vee -- Why Lost’s Web-based ARGs Have Made Us Go ARGH!
june 2009 by adamcrowe
'Michelle Senderhauf, a pro ARG creator and staff writer at the Alternate Reality Gaming Network, says that revealing the backstory of the numbers separated the TV audience into groups with different levels of involvement. Which may have been the producers’ intention in the first place — to give ARG players an early treat and drive “passive” show watchers “to search for more meaning.” This would be apropos for a series dealing with personal discovery. But, like Senderhauf says, if they reveal the meaning in the last season, “I wonder if the ARG players will be the ones who feel cheated. The big reveal on the show would have been spoiled by facts they learned years ago through the ARG.' -- Mystery vs Puzzle
lost
storytelling
transmedia
alternativerealitygaming
canon
mystery
puzzle
june 2009 by adamcrowe
Wired -- QA: Hobbit Director Guillermo del Toro on the Future of Film
june 2009 by adamcrowe
'In the next 10 years, we're going to see all the forms of entertainment—film, television, video, games, and print—melding into a single-platform "story engine." The moment you connect creative output with a public story engine, a narrative can continue over a period of months or years. It's going to rewrite the rules of fiction. -- What the digital approach allows you to do is take a tangential and nonlinear model and use it to expand the world. For example: If you're following Leo Bloom from Ulysses on a certain day and he crosses a street, you can abandon him and follow someone else.'
storytelling
transmedia
narrativearchitecture
alternativerealitygaming
sandbox
june 2009 by adamcrowe
First Monday -- Storytelling in new media: The case of alternative reality games 2001–2009
june 2009 by adamcrowe
'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. ARGs also take advantage of the unique features of new media to craft stories that could not be told using other media. -- We suggest that the collective story that emerges during an ARG normally supplants the grand or master narrative (Lyotard, 1984) and allows players to become actors and heroes. ...the goal of these games is not to create an alternate reality, but to create a storyline that infiltrates real life. If the drive to solve collective problems could be yoked to a significant social goal, ARGs could result in collective behavior that does more than market media products.'
agile
storytelling
alternativerealitygaming
collectiveintelligence
collaboration
narrativeactivism
puzzle
exogenous
metanarratives
productnarratives
narrativeobjects
objects
narrativeenvironments
augmentationistsvsimmersionists
puppetry
liminality
liminalobjects
rabbitholes
campfires
socialgraph
storygraph
agencyagency
seriousgames
cognitivesurplus
synaptics
#processing
#complexity
thegamingofeverydaylife
june 2009 by adamcrowe
Inc.com -- America's Weirdest Businesses
june 2009 by adamcrowe
#26. Videogames Adventure Services of New York City: Arranges bespoke kidnappings and other customized real-life (despite the name) adventures for thrill seekers. -- Consumer Recreation Services?
gaming
alternativerealitygaming
kidnapping
captureroleplay
roleplay
june 2009 by adamcrowe
Beyond The Beyond -- The New Television mutates analog television
may 2009 by adamcrowe
Area Code... On people being the killer app [via Russell Davies' quotation]: "Computers are better at connecting you to another person than they are at simulating one." -- On ambient gaming: "These are games with computers in them rather than the other way around." -- Notes: Everything is an object, every object is an environment, the act reverses them... -- McLuhan: "The content of a medium is always another medium." -- *through the looking glass*... narrative objects (foreground) narrative environments (background), narrative acts (user/viewer). Shark Runner (Battleships/"it" mechanic) Shark (object) movement (act) generates map (environment) -- Numb3rs: Fake billboards (environment) for fake products (object) = Proof (act). Video game is actually an interface to !RL crypto !app via !distributedcomputing (acts-objects-environment:instance=object(!app) -- Parking Wars on FB: IDEAL-ACTION. Do(act) media(object:environment). The user is the content. Design for the event (instantiation).
*
cognitivesurplus
do
media
transmedia
entertainment
behaviours
tv
events
design
gaming
ambientgaming
mixedreality
alternativerealitygaming
areacode
narrativeobjects
objects
narrativeenvironments
narrativeacts
via:russelldavies
television
may 2009 by adamcrowe
CTheory.net -- Empire@Play: Virtual Games and Global Capitalism
may 2009 by adamcrowe
'It is from simulation that virtual games emerged, broke loose only to be reintegrated into the assemblages of world capital, as a means of inducing the "flexible personality" demanded by digital work, war and markets. As this hacker innovation was captured by the game factory, it has continued to generate surplus know-how that escapes complete capture in the commodity form. Some commentators see such "autoludic" activity as automatically empowering and democratizing. We, however, insist on what Paolo Virno terms "the ambivalence of the multitude." We ask of digital play what Félix Guattari asked of collective humanity: "how can it find a compass by which to reorient itself?" His response, by "remaking social practices," was grounded in a reading of transformations already underway. To speak of games of multitude is to assert that the possibilities of virtual play exceed its imperial manifestations, and the desires of many gamers surpass marketers' caricatures of them.'
*
culture
media
gaming
virtualgoods
mmorpg
RMT
ludocapitalism
work
seriousgames
affectivelabour
immateriallabour
virtuality
simulation
play
theory
praxis
activism
multitude
cognitivesurplus
alternativerealitygaming
transformation
design
socialsoftware
gamemechanics
recuperation
ideology
hegemony
carrierobjects
objects
militaryentertainmentcomplex
hackersvsvectoralists
globalization
empire
thegamingofeverydaylife
nickdyerwitheford
via:jullandibbell
"capitalism"
may 2009 by adamcrowe
Mike Arauz -- A Real-world Test of the Functional Collective Conscious
may 2009 by adamcrowe
'The actress playing the operator would ... ask them a simple personal question—like, “Tell me something that you’re especially good at.” Once the operator got her answer, she would inform the player that she would be calling another phone within one hour, and whoever answered that phone needed to know what that player had told her as the answer. She didn’t tell the player which phone she was going to call; the player needed to make sure that all of the other players in the field who would potentially receive the call knew that information. The designers shortened the time between the calls throughout the day, planning to reach a point where the players could no longer relay the necessary information quickly enough. But, to the designers’ surprise, they never reached the limit of the players’ capabilities. By the end of the day, the players were able to broadcast the pertinent message from one individual to a world-wide network of teammates in the real-world in less than 15 seconds.'
internet
spread
collectiveintelligence
swarming
coordination
gaming
behaviours
alternativerealitygaming
#socialization
#ubiquity
#specialization
may 2009 by adamcrowe
Writerguy -- Ken Eklund
february 2009 by adamcrowe
Amazing portfolio of interactive work.
portfolio
storytelling
interactive
writing
gaming
interactivedrama
alternativerealitygaming
worldwithoutoil
inspiration
KenEklund
february 2009 by adamcrowe
Wikipedia -- Masquerade (book)
january 2009 by adamcrowe
"Masquerade is a children’s book, written and painted by Kit Williams, which sparked a worldwide treasure hunt by concealing clues to the location of a jewelled golden hare, created and hidden somewhere in Britain by Williams. It became the inspiration for a genre of books known today as armchair treasure hunts."
storytelling
transmedia
narrativeenvironments
books
alternativerealitygaming
archetypes
treasurehunt
january 2009 by adamcrowe
Unifiction -- Great Moments in ARG History
december 2008 by adamcrowe
"... OMG ensued." -- ;^)
alternativerealitygaming
storytelling
gamemechanics
experience
december 2008 by adamcrowe
Dan Hon -- Everything you know about ARGs is WRONG
december 2008 by adamcrowe
"WE SUCK: #Don't have enough players #The people who play are weird #The people who play have no money #The people who play aren't mainstream #We make games for the hardcore #We're too expensive #We don't scale (Ouch!) #We lie" -- Hehe. Seriously: "we make games... and we tell stories [that] encourage people to do things" -- Yup. (via Toby Barnes. Thanks.)
DanHon
sixtostart
alternativerealitygaming
alternatereality
gaming
games
design
gamemechanics
ludology
narratology
storytelling
fun
engagement
transmedia
transformation
rant
via:tobybarnes
december 2008 by adamcrowe
Lose The Game
december 2008 by adamcrowe
"Training yourself not to think about The Game is nearly impossible, and often counter-productive. The best strategies involve causing others to lose more than yourself. The best way to do this is to always announce your loss to as many people as possible. This reminds current players about The Game and initiates new ones." -- You lose!
games
alternativerealitygaming
memes
doublethink
recursion
december 2008 by adamcrowe
BusinessWeek -- Jane McGonigal's Brave New Worlds
december 2008 by adamcrowe
"Superstruct is like a big, fun brainstorming session." -- Video.
thegamingofeverydaylife
roleplay
alternativerealitygaming
fanon
fandom
fanfiction
behaviours
gameplay
peformance
seriousgames
crowdsourcing
JaneMcGonigal
december 2008 by adamcrowe
if:book -- more compelling than choice
november 2008 by adamcrowe
Comment: Barbara Fister: "... an amorphous, self-organizing group that works to sustain a story - that reminds me of what it felt like as a kid to play "let's pretend" with a group, all working off the same premise. I haven't had that experience as an adult, and I remember exactly when we all looked at each other and realized we were too old to do anymore. We had become self-conscious and it ruined the improvisational ability to make stuff up on the fly together. I'd love to have that experience again!" -- :((
play
roleplay
improvisation
acting
performance
design
immersion
augmentationistsvsimmersionists
alternativerealitygaming
storytelling
narratology
improv
november 2008 by adamcrowe
Metacortechs
november 2008 by adamcrowe
"Serving you into the 21st Century" (Meta-Cortex)
matrix
fanon
fandom
fanfiction
alternativerealitygaming
narrativeenvironments
objects
narrativeobjects
archetypes
corporation
prison
november 2008 by adamcrowe
Let’s Change the Game Conference: ARGs in Charity and Education
october 2008 by adamcrowe
"On Friday 5th December, the world's first conference on ARGs in Charity and Education will be held in London. With sessions and panels by leading ARG designers, academics and educators in the field, this conference is an exceptional introduction to 'serious ARGs'. For developers and commissioners of ARGs, it's a great chance to learn about recent games and developments in the UK and around the world, and to network with key players."
alternativerealitygaming
conference
events
seriousgames
education
charity
october 2008 by adamcrowe
The Lost Ring Wiki -- Beginners Guide
september 2008 by adamcrowe
"You can take the Personality Test to figure out your ancient strength (sofia, thumos, chariton, dikaiosune, sophrosune, or mythopoeia) and use the missions corresponding to each strength as a starting point for jumping in."
thelostring
alternativerealitygaming
storygraph
personality
synaptics
JaneMcGonigal
september 2008 by adamcrowe
DISCOVER Magazine -- Forecasting the Future May Be a Matter of Fun and Games
september 2008 by adamcrowe
'In Superstruct, players will bring their own personal knowledge and experiences to the table. "We don't need everybody to be experts on how climate might change and how the economy might be impacted," says McGonigal. "If you're a teenaged girl, tell us how a teenaged girl would respond to this crisis. We need that personal intelligence from everybody." Cascio says that his highest hope is that the collaborating players will come up with innovative ideas that have applications here, in the real world of 2008. "The mass of ideas can become almost an epiphany engine," he says.'
storytelling
seriousgames
seriousrealitygaming
alternativerealitygaming
alternativereality
reality
JaneMcGonigal
collectiveintelligence
crowdsourcing
transformation
design
future
scenarioplanning
september 2008 by adamcrowe
The Institute For The Future -- Superstruct FAQ
september 2008 by adamcrowe
"Superstructing is what humans do. We build new structures on old structures. We build media on top of language and communication networks. We build communities on top of family structures. We build corporations on top of platforms for manufacturing, marketing, and distribution. Superstructing has allowed us to survive in the past and it will help us survive the super-threats."
storytelling
seriousgames
seriousrealitygaming
alternativerealitygaming
alternativereality
reality
JaneMcGonigal
collectiveintelligence
crowdsourcing
transformation
design
future
scenarioplanning
september 2008 by adamcrowe
The Institute For The Future -- Superstruct! Play the game, invent the future.
september 2008 by adamcrowe
"The existing structures of human civilization—from families and language to corporate society and technological infrastructures—just aren’t enough. We need a new set of superstructures to rise above, to take humans to the next stage. You can help. Tell us your story. Strategize out loud. Superstruct now. It's your legacy to the human race." -- Stories in comments.
storytelling
seriousgames
seriousrealitygaming
alternativerealitygaming
alternativereality
reality
JaneMcGonigal
collectiveintelligence
crowdsourcing
transformation
design
future
scenarioplanning
september 2008 by adamcrowe
O'Reilly Radar -- Supertruct: Crowdsource the Future
september 2008 by adamcrowe
'Based on the results of a year-long supercomputer simulation, the Global Extinction Awareness System (GEAS) has reset the "survival horizon" for Homo sapiens - the human race - from "indefinite" to 23 years. - SEPTEMBER 22, 2019 -- This is the premise for Jane McGonigal's newest game, Superstruct. The game's goal is to crowdsource forecasting for the Institute For The Future. And based on that premise the IFTF is hoping that participants will do no less than help them find solutions to super-threats (climate refugees, water, carbon quotas and more are listed).'
storytelling
seriousgames
seriousrealitygaming
alternativerealitygaming
alternativereality
reality
JaneMcGonigal
collectiveintelligence
crowdsourcing
transformation
design
future
scenarioplanning
september 2008 by adamcrowe
Christy Dena -- ARG Design Charts
september 2008 by adamcrowe
"Here are flowcharts and an excel doc from some alternate reality games. These charts give a good but small snapshot of some of the approaches used by ARG designers."
narrative
design
storytelling
alternativerealitygaming
charts
diagrams
september 2008 by adamcrowe
LinkedIn -- Adrian Hon: Corporate sponsors for a spy-themed Alternate Reality Game raising money for charity?
september 2008 by adamcrowe
"I'm organising a spy-themed Alternate Reality Game that's raising money for Cancer Research UK, and we're looking for corporate sponsors. The game is extremely innovative and high quality, and will reach a young, online audience. Any tips on how I might find sponsors?"
sixtostart
alternativerealitygaming
sponsorship
charity
september 2008 by adamcrowe
Renclothes -- Game Follower's Manifesto
august 2008 by adamcrowe
"*I will never be the first to solve a puzzle. COROLLARY-I will only find out about puzzles after they have already been solved. COROLLARY-My name will never appear in the Trail, Guide, or any other game-related website. COROLLARY-If I do actually solve a puzzle, the solution will have been posted by somebody else minutes before."
manifesto
gaming
alternativerealitygaming
biggaming
puzzle
engagement
collectiveintelligence
crowdsourcing
#processing
via:UC101
august 2008 by adamcrowe
Universe Creation 101 -- It’s Manifesto Time!
august 2008 by adamcrowe
42 Entertainment’s 5 ARG Tenants: '#3. The 18-35 demo has grown up in a marketing-saturated environment and has developed a sophisticated set of tools for avoiding the vast majority of marketing messages. As a rule of thumb, the bigger the neon sign the faster they’ll run the other way. So the premise here was, instead of shouting, go the opposite way and whisper—hide it. Finding it becomes an act of discovery—something they can feel proud of and are willing to talk about with their friends. It shifts entertainment presentation from exhibitionist to voyeuristic. #4. In doing so we turned those other media elements from “must be avoided” into “must be dissected.” For a very small amount of additional media dollars, it turns your large investment into something people will seek out.'
manifesto
alternativerealitygaming
transmedia
entertainment
storytelling
puzzle
mystery
marketing
#processing
#complexity
august 2008 by adamcrowe
Wired -- Hollywood Has Finally Figured Out How to Make Web Video Pay
august 2008 by adamcrowe
'Rogow is thrilled with Cisco's digital signs, which can be remotely programmed to display anything you want — like a coded message for Anna. "Which is, I think, why you really invented it: for superspies to get secret messages in malls," he quips. "We think that's real cool." He's equally happy with the surveillance system, which can send Anna a digital alert on her smartphone. "But we want to make sure we've got the Cisco logo in a prominent position"
GeminiDivision
businessmodels
productplacement
transmedia
storytelling
interactivedrama
alternativerealitygaming
entertainment
web
tv
content
#processing
#complexity
objects
#bandwidth
#socialization
television
august 2008 by adamcrowe
The New Yorker -- Saving the World Through Game Design (Online Only Video)
june 2008 by adamcrowe
“World of War Craft…is the best-designed reality of all time. What’s great about it is that the minute you log onto the game you have a display of all the people who want to be your allies. They want to collaborate with you. They want to help you. You have a clear mission and a purpose. [The mission] is important because there is a narrative around the importance of your quest. And your getting constant real-time feedback about levels that you’re achieving and talent points you’re amassing. And [it’s] just an incredible amount of info designed to make you feel like a hero, to help you collaborate with other people and to make you successful. We don’t have the kind of display and these kinds of alliances in real life. For people who play these games it’s real discouraging. They want real life to work more like this game.”
JaneMcGonigal
design
thegamingofeverydaylife
worldofwarcraft
augmentationistsvsimmersionists
immersion
gaming
alternativerealitygaming
seriousrealitygaming
SRG
worldwithoutoil
simulation
simulacra
psychology
consciousness
collaboration
criticaldesign
literacy
do
june 2008 by adamcrowe
Confessions of an Aca/Fan -- Talking Transmedia: An Interview With Starlight Runner's Jeff Gomez (Part One)
june 2008 by adamcrowe
".... depth and complexity are built around the show, rather than weighing it down by presenting it front and center."
transmedia
entertainment
tv
alternativerealitygaming
storytelling
distributed
narrative
literacy
television
june 2008 by adamcrowe
Guardian -- Game Pitch: The Sky Remains
june 2008 by adamcrowe
"There's currently no culture of micro-payment revenue from ARGs. My future revenue plans are in the separate directions of MMOGs and ticketed live events with innovative technology."
alternativerealitygaming
businessmodels
eventdesign
june 2008 by adamcrowe
Law 37 - Create Compelling Spectacles
march 2008 by adamcrowe
"Our first project is codenamed Sleeper Cell. Developed for the Let's Change The Game initiative, it's an interactive, cross-media and massively multiplayer game to raise money and awareness for Cancer Research UK." -- Intrigue :)
alternativerealitygaming
law37
sixtostart
seriousgames
gaming
cancerresearch
fundraising
charity
march 2008 by adamcrowe
The Hexagon Challenge
march 2008 by adamcrowe
"Hexagon Challenge is an educational Alternate Reality Game in which students will attempt to solve a mystery by infiltrating a secret society, answering initiation questions regarding history, science, mathematics, world languages, and the arts." Illuma?
alternativerealitygaming
education
learning
history
teaching
puzzle
mystery
march 2008 by adamcrowe
Let's Change the Game - Sleeper Cell is the Winner!
march 2008 by adamcrowe
"Sleeper Cell is a fun, immersive and original game that invites players to participate in the epic yet kitschy battle between the forces of Good and Evil; in the grand tradition of Comic Relief, it presents a light-hearted way to raise funds and have fun
alternativerealitygaming
law37
sixtostart
charity
march 2008 by adamcrowe
Guardian - Channel 4 education focuses on web
march 2008 by adamcrowe
"Gaming projects include City of Vice by Littleloud, which invites the user to solve historical crimes from Georgian London and Six to Start's project The Ministry, which explores privacy and identity online."
channel4
education
sixtostart
alternativerealitygaming
seriousgames
teens
web
identity
privacy
learning
sociology
youth
march 2008 by adamcrowe
Guardian - ARG start-up Six to Start wins £100k investment
march 2008 by adamcrowe
"Six to Start was founded in December by Dan and Adrian Hon, both veterans of the London games firm Mind Candy."
sixtostart
alternativerealitygaming
gaming
penguin
channel4
learning
nesta
funding
march 2008 by adamcrowe
Clickable Culture - For The Record: Walsh on Writing Alternate Realities
march 2008 by adamcrowe
"... some of the most exciting possibilities are provided by players as storytellers... I think the successful games of the future will provide player with story hooks and loose ends with which to co-create shared narratives within a cohesive framework."
gaming
alternativerealitygaming
seriousgames
transmedia
entertainment
objects
narrativeobjects
narrativeenvironments
narrativeactivism
storytelling
productnarratives
march 2008 by adamcrowe
Jane McGonigal - Reality is Broken: GDC08 Rant
february 2008 by adamcrowe
"Games are the ultimate happiness engine."
alternativerealitygaming
seriousgames
gaming
play
life
work
boredom
JaneMcGonigal
february 2008 by adamcrowe
Avant Game - "Reality is Broken" - My GDC Rant
february 2008 by adamcrowe
"... reality is fundamentally broken, and we have a responsibility as game designers to fix it, with better algorithms and better missions and better feedback and better stories and better community and everything else we know how to make." -- :)
alternativerealitygaming
seriousgames
gaming
gameplay
games
play
performance
design
objects
narrativeobjects
narrativeenvironments
storytelling
narrativeactivism
goals
motivation
life
work
reality
happiness
inspiration
JaneMcGonigal
february 2008 by adamcrowe
Guardian - Channel 4 gets ready to educate
february 2008 by adamcrowe
Crazy fun stuff at Channel 4: "We have a huge romp of a alternate-reality treasure hunt in development, with a central theme of genomics, cartography, patent busting and DNA experimentation."
education
gaming
learning
alternativerealitygaming
history
science
sciencefiction
documentaries
fun
february 2008 by adamcrowe
The HBR List - Breakthrough Ideas for 2008: Ten Collective-Intelligence Competencies
january 2008 by adamcrowe
"Alternate reality games [and] 10 collective-intelligence competencies: #mobbability #cooperation radar #signal/noise management #protovation #emergensight #open authorship #influency #multicapitalisml #longbroading #high ping quotient"
trends
predictions
work
business
management
innovation
strategy
failure
mystery
puzzle
alternativerealitygaming
collectiveintelligence
collaboration
storytelling
narrativeenvironments
play
january 2008 by adamcrowe
Test - Sanger Institute
january 2008 by adamcrowe
"We're working on a really exciting project (an ARG) involving history, cartography and genome research, and the Wellcome Trust are working with us so that we can base it on the bleeding edge of scientific research." Oooo!
alternativerealitygaming
channel4
education
learning
storytelling
january 2008 by adamcrowe
Test - Make *all* your audience into Heroes
january 2008 by adamcrowe
"We don't have to think in terms of funnels and winners in online storytelling. We can let stories fracture, multiply, escape and wither, depending on how we want to encourage our users to play with them."
gaming
alternativerealitygaming
rewards
motivation
gameplay
games
play
goals
participation
narrativeenvironments
objects
narrativeobjects
storytelling
narrativeactivism
exogenous
endogenous
diegesis
performance
design
january 2008 by adamcrowe
Guardian - edoc Laundry interview
january 2008 by adamcrowe
"edoc laundry is the world's first interactive apparel line. Each garment in the edoc range has a secret hidden in the graphics, stitching, ink, or fabric that, when deciphered, can be entered into a website to unlock a fragment of a murder mystery."
fashion
objects
narrativeobjects
narrativeenvironments
productnarratives
transmedia
storytelling
gaming
biggaming
alternativerealitygaming
performance
design
january 2008 by adamcrowe
Nowheremen
january 2008 by adamcrowe
"Valedictorian, scholar, genius... Meet Derek Francis Border. On June 7th 2002, the day of his graduation he disappeared without a trace. Each day since Derek's disappearance more questions have arisen. This site is dedicated to finding answers..."
nowheremen
entertainment
alternativerealitygaming
transmedia
storytelling
ning
january 2008 by adamcrowe
Avant Game - My run is a videogame -- wanna play with me?
january 2008 by adamcrowe
".. if anyone from Nike is reading this and wants a game designer to develop an MMO around Nike+, just let me know. The world is waiting on an alternate reality MMO with physical input..."
nike+
nike+ipod
nikeplus
gaming
storytelling
productnarratives
sport
thegamingofeverydaylife
alternativerealitygaming
ambientgaming
cyborg
serviceecologies
mutation
january 2008 by adamcrowe
New York Times - Scholastic - The 39 Clues
january 2008 by adamcrowe
"... aimed at readers 8 to 12 and offer mystery novels telling the story of a centuries-old family, the Cahills, who are supposed to be the world’s most powerful clan... famous historical figures Benjamin Franklin [&] Mozart were members of the family."
transmedia
storytelling
alternativehistory
alternativerealitygaming
books
fiction
entertainment
gaming
learning
virtualworlds
virtualgoods
merchandise
collectiveintelligence
performance
design
january 2008 by adamcrowe
Mssv - Mr. Otis and Mr. Schindler…
january 2008 by adamcrowe
"...when a flight attendant said: "We have a message for Mr. Otis and Mr. Schindler - your lifts are waiting at the gate." maybe it’s a codeword for an emergency like the ‘Mr. Sands’ message on the London Underground that’s actually a fire alert"
interesting
puzzle
mystery
rabbitholes
alternativerealitygaming
storytelling
january 2008 by adamcrowe
unfiction.com - Undefining ARG
december 2007 by adamcrowe
"Alternate reality games are chaotic play when they run, and produce chaotic fiction as a result.. chaotic play may not necessarily be an ARG even if it exhibits similar characteristics to other ARGs and even though it produces chaotic fiction or theatre"
alternativerealitygaming
chaoticfiction
chaoticplay
play
gaming
narrativeenvironments
objects
narrativeobjects
storytelling
narrativeactivism
theatre
selforganisation
december 2007 by adamcrowe
PSFK - Dan Hon of MindCandy On Alternative Reality Gaming At The PSFK Conference London
december 2007 by adamcrowe
"Marketing opportunities “Product placement on crack” … opportunities to showcase products within the story… opportunities to require people to interact with products in order to progress story..." But bloody hard to organise it all!
alternativerealitygaming
marleting
productplacement
narrativeenvironments
objects
narrativeobjects
narrativeactivism
roleplay
gaming
presentations
perplexcity
transmedia
storytelling
december 2007 by adamcrowe
Fourth Wall Studios
december 2007 by adamcrowe
"We are watching the birth of a new category of entertainment, one native to the wired age, built to let the audience participate as well as observe. Stories you can browse, take with you, push on and feel react. They invite exploration and community."
agency
transmedia
alternativerealitygaming
gaming
narrativeenvironments
objects
narrativeobjects
storytelling
narrativeactivism
roleplay
december 2007 by adamcrowe
Guardian - Channel 4 axes TV schools programmes
december 2007 by adamcrowe
"Some projects will utilise the popularity of social networking sites such as Bebo and MySpace, while others will use purpose-built web services and online games." Delivering audiences to advertisers, huh? Leave them kids alone! (Only joking. Inevitable.)
tv
education
learning
socialnetworking
children
gaming
alternativerealitygaming
realitytv
peoplearethecontent
television
december 2007 by adamcrowe
Clickable Culture - What’s ‘Fair Game’ In Alternate Reality?
november 2007 by adamcrowe
"if you're not going to admit it's a game, and you haven't designed your not-game perfectly, it's going to break the moment the players ask themselves if they're involved in a designed experience, or ask each other what the designer means for them to do."
alternativerealitygaming
gamemechanics
games
gameplay
endogenous
exogenous
play
hacking
design
november 2007 by adamcrowe
area/code - Big Games Manifesto
november 2007 by adamcrowe
"Big Games use technology, but are not subservient to it. Big Games are made out of people, connections, ideas, situations, and events. Big Games have computers inside of them, not the other way around."
biggaming
alternativerealitygaming
gaming
manifesto
play
psychogeography
november 2007 by adamcrowe
Let's Change the Game
october 2007 by adamcrowe
"Let's Change the Game is a competition to find the best idea for an ARG that will raise money for Cancer Research UK. The winning team will be awarded £1000 ($2000) to develop the game together with top game designers and Cancer Research UK."
alternativerealitygaming
charity
gaming
competition
cancerresearch
fundraising
october 2007 by adamcrowe
-- 1-18-08
september 2007 by adamcrowe
Cloverfield website (perhaps)
cloverfield
transmedia
entertainment
alternativerealitygaming
film
cinema
storytelling
narrativeactivism
september 2007 by adamcrowe
SWIFIT - Alternate Reality Games Need a Generation Iteration
september 2007 by adamcrowe
"The TINAG aesthetic should blur the lines between day to day life and the game to the point of being eerie. Up until now ARGs have relied on the player to honor or ignore the line between reality and game. Sending someone text messages isn’t engaging."
gaming
games
immersion
design
alternativerealitygaming
chaoticfiction
liminality
narrativeenvironments
storytelling
objects
narrativeobjects
thegamingofeverydaylife
virtuality
simulation
roleplay
september 2007 by adamcrowe
Digital Rain - Secret Sharing
september 2007 by adamcrowe
"In an age where information is more accessible and companies more open than ever before, we are still fascinated by secrecy and its power to connect us to other beings. We have an overwhelming desire to share secrets anonymously with others.”
behaviours
secrecy
sharing
epistolary
alternativerealitygaming
gaming
storytelling
transmedia
transparency
privacy
therapy
power
communities
collectiveintelligence
september 2007 by adamcrowe
Agency Spy - What The…? Court TV, Suzuki + Applebee’s Walk Into A Bar…
august 2007 by adamcrowe
Failed ARG: "the URL structure of the site was discovered and all the daily videos and clues were revealed.. Gamers also found the contact info for the Deep Focus staff working on the game [and] began calling staffers as if they were holding Andrew." !!!
alternativerealitygaming
wtf
funny
failure
advertising
backlash
campaign
gaming
august 2007 by adamcrowe
The Guardian - Keith Stuart: Just who is playing who in ARGs?
august 2007 by adamcrowe
"Apathy is creeping back. We're too clever, too tired of being told what to think and do. But advertisers aren't going to give up. In the coming advertising environment it won't be you playing the game, it will be the game playing you."
advertising
alternativerealitygaming
gaming
thegamingofeverydaylife
marketing
chaoticfiction
storytelling
transmedia
planning
google
august 2007 by adamcrowe
Gameology - Review of This Is Not A Game by Dave Szulborski
august 2007 by adamcrowe
"SpaceBass of unfiction.com [uses] "Chaotic Fiction" as the context in which to define ARG but including ARG within videogaming foregrounds some of the more intriguing problems such as negotiating the relationship between participation and content."
chaoticfiction
alternativerealitygaming
narrativeenvironments
objects
narrativeobjects
narrativeactivism
storytelling
transmedia
ludology
narratology
gaming
gameplay
games
design
dci
august 2007 by adamcrowe
if:book - net-native stories are already here: so are the vultures
august 2007 by adamcrowe
"Is it acceptable for immersive fiction to be so seamlessly integrated with the needs of the advertising world? Is the idealism of Aristotle and Sidney still worth keeping? Or is such purism obsolete?"
chaoticfiction
fiction
pr
narrativeenvironments
objects
narrativeobjects
narrativeactivism
storytelling
transmedia
alternativerealitygaming
gaming
literature
culture
collaboration
participation
networks
content
communities
dci
retribalization
august 2007 by adamcrowe
Guardian Unlimited - Futurethink: what will the games of tomorrow look like?
august 2007 by adamcrowe
"Games are now almost universally connected products. Social gaming is already on the rise, but some games companies will use that to their advantages and formalise the informal games kids (and some grownups) already play on social networking sites."
gaming
future
youwho
ambientgaming
biggaming
alternativerealitygaming
behaviours
gameplay
design
ludology
physicalcomputing
games
interface
thegamingofeverydaylife
august 2007 by adamcrowe
Behind the Buzz - Chaotic Fiction
july 2007 by adamcrowe
"Chaotic Fiction - an Alternate Reality in which the players interact with the characters to create the story as it goes, not really about puzzle solving to find the next chapter, but based on interaction between characters and players."
*
chaoticfiction
alternativerealitygaming
augmentationistsvsimmersionists
augmentedreality
gaming
epistolary
gameplay
games
mystery
puzzle
acting
roleplay
scripting
levels
eastereggs
experience
brands
interaction
design
marketing
storytelling
transmedia
rabbitholes
dci
thegamingofeverydaylife
propagation
july 2007 by adamcrowe
unfiction.com - blog
july 2007 by adamcrowe
Good for staying updated on transmedia / arg / chaotic fiction stuffs. Has rumor rss feeds for your favourite stories.
alternativerealitygaming
dci
transmedia
chaoticfiction
rumor
gossip
gaming
communities
collectiveintelligence
puzzle
mystery
gameplay
games
design
fiction
storytelling
july 2007 by adamcrowe
unfiction - unforum
july 2007 by adamcrowe
A rather good alternative reality gaming / chaotic fiction / transmedia resource.
transmedia
alternativerealitygaming
chaoticfiction
reality
gaming
forum
ambient
media
entertainment
technographics
behaviours
psychology
storytelling
july 2007 by adamcrowe
Fast Company - Down the Rabbit Hole
july 2007 by adamcrowe
"The infection has to start small and feed on fascination. "You can't start by thinking about what's going to appeal to the mainstream... You have to ask, 'What's this narrow target market going to embrace and absolutely make its own?'"
*
transmedia
dci
storytelling
epistolary
socialmedia
media
entertainment
branding
gaming
behaviours
psychology
buzz
gameplay
games
design
virtualworlds
marketing
alternativerealitygaming
propagation
july 2007 by adamcrowe
World Without Oil
july 2007 by adamcrowe
"Collaborative alternative reality simulating an oil shock"
alternativerealitygaming
oil
documentaries
fiction
narrativeenvironments
objects
narrativeobjects
storytelling
liminality
energy
economics
ecology
activism
sustainability
gaming
july 2007 by adamcrowe
YouTube - 1-18-08 (Cloverfield)
july 2007 by adamcrowe
Official trailer and comments, video responses, misdirections? who knows?
cloverfield
transmedia
entertainment
tv
film
cinema
alternativerealitygaming
storytelling
narrativeactivism
television
july 2007 by adamcrowe
Wikipedia - Cloverfield
july 2007 by adamcrowe
"Cloverfield" is the code name of an upcoming science fiction film produced by J. J. Abrams, directed by Matt Reeves, and written by Drew Goddard."
cloverfield
transmedia
entertainment
tv
storytelling
narrativeactivism
film
cinema
buzz
alternativerealitygaming
television
july 2007 by adamcrowe
Gameology - World Without Oil: An ARG Worth its Weight in Carbon Credits
july 2007 by adamcrowe
WWO will encourage us to transfer our survival skills from its made-up world back into our real world... our reality itself becomes a game, eco-friendly behavior is not simply a moral or political obligation impressed upon us, now, it's also play."
alternativerealitygaming
gaming
gameplay
games
design
dci
environment
narrativeenvironments
objects
narrativeobjects
storytelling
narrativeactivism
activism
seriousgames
politics
july 2007 by adamcrowe
This Is Mind Candy - Out and about: PSFK London Conference
june 2007 by adamcrowe
#Buzzing your players with black helicopters #Letting go, good narrative and story #Hiding secrets using military grade encryption cyphers #Audience fragmentation and why immersive experiences matter now
alternativerealitygaming
gaming
branding
experience
design
narrativeenvironments
objects
narrativeobjects
narratology
storytelling
immersion
ambientmedia
june 2007 by adamcrowe
related tags
"capitalism" ⊕ #bandwidth ⊕ #complexity ⊕ #processing ⊕ #socialization ⊕ #specialization ⊕ #ubiquity ⊕ * ⊕ acting ⊕ activism ⊕ advertising ⊕ affectivelabour ⊕ agency ⊕ agencyagency ⊕ agile ⊕ alternatereality ⊕ alternativehistory ⊕ alternativereality ⊕ alternativerealitygaming ⊖ ambient ⊕ ambientgaming ⊕ ambientmedia ⊕ anthropology ⊕ archetypes ⊕ areacode ⊕ ARG ⊕ augmentationistsvsimmersionists ⊕ augmentedreality ⊕ backlash ⊕ bebo ⊕ behaviours ⊕ biggaming ⊕ books ⊕ boredom ⊕ branding ⊕ brands ⊕ business ⊕ businessmodels ⊕ buzz ⊕ campaign ⊕ campfires ⊕ cancerresearch ⊕ canon ⊕ captureroleplay ⊕ carrierobjects ⊕ casestudy ⊕ celebrity ⊕ channel4 ⊕ chaoticfiction ⊕ chaoticplay ⊕ charity ⊕ charts ⊕ children ⊕ cinema ⊕ cloverfield ⊕ cognitivesurplus ⊕ collaboration ⊕ collectiveintelligence ⊕ comics ⊕ communities ⊕ communityorganizing ⊕ competition ⊕ conference ⊕ consciousness ⊕ content ⊕ controllers ⊕ coordination ⊕ corporation ⊕ criticaldesign ⊕ criticism ⊕ crowdsourcing ⊕ culture ⊕ cyborg ⊕ DanHon ⊕ dci ⊕ design ⊕ diagrams ⊕ diegesis ⊕ distributed ⊕ do ⊕ documentaries ⊕ doublethink ⊕ eastereggs ⊕ ecology ⊕ economics ⊕ education ⊕ empire ⊕ endogenous ⊕ energy ⊕ engagement ⊕ entertainment ⊕ environment ⊕ epistolary ⊕ eventdesign ⊕ events ⊕ exogenous ⊕ experience ⊕ eyetoy ⊕ failure ⊕ fame ⊕ fandom ⊕ fanfiction ⊕ fanon ⊕ fashion ⊕ fiction ⊕ film ⊕ forum ⊕ fringe ⊕ fun ⊕ funding ⊕ fundraising ⊕ funny ⊕ future ⊕ gamedesign ⊕ gamemechanics ⊕ gameplay ⊕ games ⊕ gaming ⊕ GeminiDivision ⊕ generative ⊕ generator ⊕ geo ⊕ globalization ⊕ goals ⊕ google ⊕ gossip ⊕ gps ⊕ hackersvsvectoralists ⊕ hacking ⊕ happiness ⊕ haptic ⊕ hegemony ⊕ history ⊕ identity ⊕ ideology ⊕ immateriallabour ⊕ immersion ⊕ improv ⊕ improvisation ⊕ innovation ⊕ inspiration ⊕ interaction ⊕ interactive ⊕ interactivedrama ⊕ interesting ⊕ interface ⊕ internet ⊕ JaneMcGonigal ⊕ KenEklund ⊕ kidnapping ⊕ law37 ⊕ learning ⊕ levels ⊕ LG15 ⊕ life ⊕ lifecasting ⊕ liminality ⊕ liminalobjects ⊕ literacy ⊕ literature ⊕ location ⊕ london ⊕ lost ⊕ ludocapitalism ⊕ ludology ⊕ ludotopianism ⊕ management ⊕ manifesto ⊕ marketing ⊕ marketing2.0 ⊕ marleting ⊕ matrix ⊕ media ⊕ memes ⊕ memory ⊕ merchandise ⊕ metanarratives ⊕ militaryentertainmentcomplex ⊕ mixedreality ⊕ mmorpg ⊕ mobile ⊕ motivation ⊕ multitude ⊕ mutation ⊕ mystery ⊕ narrative ⊕ narrativeactivism ⊕ narrativeacts ⊕ narrativearchitecture ⊕ narrativeenvironments ⊕ narrativeobjects ⊕ narratology ⊕ nesta ⊕ networks ⊕ nickdyerwitheford ⊕ nike+ ⊕ nike+ipod ⊕ nikeplus ⊕ ning ⊕ novel ⊕ nowheremen ⊕ nudge ⊕ objects ⊕ oil ⊕ oligarchy ⊕ parody ⊕ participation ⊕ paternalism ⊕ peformance ⊕ penguin ⊕ peoplearethecontent ⊕ performance ⊕ perplex ⊕ perplexcity ⊕ personality ⊕ pervasive ⊕ physicalcomputing ⊕ planning ⊕ play ⊕ playstation ⊕ politics ⊕ portfolio ⊕ power ⊕ pr ⊕ praxis ⊕ predictions ⊕ presentations ⊕ prison ⊕ privacy ⊕ productnarratives ⊕ productplacement ⊕ propaganda ⊕ propagation ⊕ psp ⊕ psychogeography ⊕ psychology ⊕ publishing ⊕ puppetry ⊕ puzzle ⊕ quantum ⊕ questing ⊕ rabbitholes ⊕ rant ⊕ reality ⊕ realitytv ⊕ recuperation ⊕ recursion ⊕ retribalization ⊕ rewards ⊕ RMT ⊕ roleplay ⊕ rumor ⊕ sandbox ⊕ scenarioplanning ⊕ science ⊕ sciencefiction ⊕ scripting ⊕ secrecy ⊕ selforganisation ⊕ seriousgames ⊕ seriousrealitygaming ⊕ serviceecologies ⊕ sharing ⊕ simulacra ⊕ simulation ⊕ sixtostart ⊕ socialengineering ⊕ socialgraph ⊕ socialmedia ⊕ socialnetworking ⊕ socialsoftware ⊕ sociology ⊕ soho ⊕ sony ⊕ space ⊕ sponsorship ⊕ sport ⊕ spread ⊕ SRG ⊕ storygraph ⊕ storytelling ⊕ strategy ⊕ sustainability ⊕ swarming ⊕ synaptics ⊕ teaching ⊕ technographics ⊕ technology ⊕ teens ⊕ television ⊕ theatre ⊕ thegamingofeverydaylife ⊕ thelostring ⊕ themediumisthemessage ⊕ theory ⊕ therapy ⊕ tidying ⊕ transformation ⊕ transmedia ⊕ transparency ⊕ treasurehunt ⊕ trends ⊕ trueblood ⊕ tv ⊕ urban ⊕ verisimilitude ⊕ via:jullandibbell ⊕ via:russelldavies ⊕ via:tobybarnes ⊕ via:UC101 ⊕ virtualgoods ⊕ virtuality ⊕ virtualworlds ⊕ web ⊕ wii ⊕ work ⊕ worldofwarcraft ⊕ worldwithoutoil ⊕ writing ⊕ wtf ⊕ youth ⊕ youwho ⊕Copy this bookmark: