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Alternate Reality Games

Alternate Reality Games
Author: Charles Palmer
Publisher: CRC Press
Total Pages: 118
Release: 2016-03-30
Genre: Business & Economics
ISBN: 1498722393

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While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches. Alternate Reality Games: Gamification for Performance leads you through the fundamentals of ARGs. It includes a discussion of what is and is not an ARG, citing examples and identifying business challenges that can be addressed through ARGs. It presents case studies that illustrate the variety of forms that ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It also gives guidelines for creating your own ARGs, reviewing the process and technological tools and considerations relevant to their creation. Presenting a thorough examination of the beneficial roles ARGs can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gamification for Performance is an ideal reference for those approaching or considering ARGs for the first time as well as the training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to the workplace as well as methods for designing and using them.


Alternate Reality Games and the Cusp of Digital Gameplay

Alternate Reality Games and the Cusp of Digital Gameplay
Author: Antero Garcia
Publisher: Bloomsbury Publishing USA
Total Pages: 353
Release: 2017-04-20
Genre: Games & Activities
ISBN: 1501316249

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From alternate to alternative reality : games as cultural probes / Patrick Jagoda, Melissa Gilliam, Peter McDonald, and Ashlyn Sparrow -- The game did not take place : this is not a game and blurring the lines of fiction / Alan Hook -- Alternate reality games for learning : a frame by frame analysis / Anthony Pellicone, Elizabeth Bonsignore, Kathryn Kaczmarek, Kari Kraus, June Ahn, & Derek Hansen -- Promotional alternate reality games and the TINAG philosophy / Stephanie Janes -- The coachella disaster : how the puppet masters of art of the h3ist pulled a victory from the jaws of defeat / Burcu S. Bakiolu -- Designing and playing peer-produced ARGs in the primary classroom : supporting literacies through play / Angela Colvert -- Games beyond the arg / Jeff Watson -- Methods : studying alternate reality games as virtual worlds / Calvin Johns -- A typology to describe alternate reality games for cultural contexts / Diane Dufort and Federico Tajariol -- Sociability by design in an alternate reality game : the case of the Trail / Roinioti Elina, Pandia Eleana, Skarpelos Yannis -- Ingress : a restructuring of the ARG or a new genre? : an ethnography of enlightened and resistance factions in Brazil / Thaiane Moreira de Oliveira


Alternate Reality Game Designer Jane McGonigal

Alternate Reality Game Designer Jane McGonigal
Author: Anastasia Suen
Publisher: Lerner Publications
Total Pages: 36
Release: 2014-01-01
Genre: Juvenile Nonfiction
ISBN: 1467724882

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Do you like the challenge and adventure of video games? As Jane McGonigal was growing up, she had fun playing early video games. As an adult, she saw games as an outlet for problem solving and teambuilding. McGonigal started creating alternate reality games (ARGs), which may be based online but take place mainly in the real world. She enjoys challenging others to engage in modern issues and to work together, as in her game World Without Oil and in The Lost Ring, which she created for the 2008 Summer Olympics. McGonigal was named one of the world's top innovators by MIT's Technology Review, and her 2010 TED Talk, "Gaming Can Make a Better World," is one of the most-watched of all time. But how did she get there? Find out how she developed her passion for games to become the public face of game design.


Alternate Reality Games

Alternate Reality Games
Author: Stephanie Janes
Publisher: Routledge
Total Pages: 127
Release: 2019-08-06
Genre: Computers
ISBN: 135117472X

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Using textual analysis, interviews with game designers, audience surveys, and close analysis of player forum discussion, this book examines the unique nature of the producer/consumer relationship within promotional Alternate Reality Games (ARGs). Historically, ARGs are rooted in advertising as much as they are in narrative storytelling. As designers often have to respond to player actions as the game progresses, players can have an impact on the storyline, on character behaviour, and potentially on the final resolution of the narrative. This book explores how both media consumers and producers are responding to this new reconfiguration of the producer/consumer/prosumer dynamic in order to better understand the diverse advertising experiences available to media audiences today. With a focus on participatory culture and the political economy of promotional communications, this in-depth analysis of ARGs will appeal to academics and researchers in the fields of games, film, advertising, and media and cultural studies.


This is Not a Game

This is Not a Game
Author: Dave Szulborski
Publisher: Incunabula
Total Pages: 282
Release: 2005
Genre: Computers
ISBN: 1411625951

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Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. A world that reacts to your every move, with characters and companies that talk to you, send you messages, and even give you items to help you in your quest. A world so immersive that you can no longer tell where the reality ends and the fiction begins. Welcome to the world of Alternate Reality Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by Dave Szulborski is the perfect introduction to the unique and exciting world of Alternate Reality Games. Written by the creator of five successful and critically acclaimed ARGs, This Is Not A Game features detailed sections on the theory and history of Alternate Reality Gaming, as well as a "How To Guide" for aspiring game creators. The book also includes Dave's personal reflections on creating some of the most popular ARGs ever developed, and essays on gaming and cooperative writing by award winning authors Ben Mack and Joseph Matheny.


Interactive Storytelling

Interactive Storytelling
Author: Mei Si
Publisher: Springer Science & Business Media
Total Pages: 384
Release: 2011-11-14
Genre: Computers
ISBN: 3642252885

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This book constitutes the refereed proceedings of the 4th International Conference on Interactive Digital Storytelling, ICIDS 2011, held in Vancouver, Canada, in November/December 2011. The 17 full papers, 14 short papers and 16 poster papers were carefully reviewed and selected from 72 paper and poster submissions. In addition, the volume includes 6 workshops descriptions. The full and short papers have been organized into the following topical sections: interactive storytelling theory, new authoring modes, virtual characters and agents, story generation and drama managment, narratives in digital games, evaluation and user experience reports, tools for interactive storytelling.


Reality Is Broken

Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
Total Pages: 416
Release: 2011-01-20
Genre: Psychology
ISBN: 1101475498

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“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.


SuperBetter

SuperBetter
Author: Jane McGonigal
Publisher: Penguin
Total Pages: 480
Release: 2015-09-15
Genre: Self-Help
ISBN: 0698185501

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An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.


Alternate Reality Games For Behavioral and Social Science Research

Alternate Reality Games For Behavioral and Social Science Research
Author: Ruthanna Gordon
Publisher: Lulu.com
Total Pages: 132
Release: 2015-02-20
Genre: Education
ISBN: 131278105X

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By weaving fictional narratives and problem solving into everyday life, alternate reality games (ARGs) may be able to fill gaps left by traditional studies in the behavioral and social sciences. Researchers are exploring new ways to address concerns such as ecological validity, inconsistent replication, and recruitment of large and diverse sample populations. ARG-based research design, using familiar tools and multimedia venues to engage players in meaningful interaction within complex near‐real‐world environments, offers methods that can make a difference. This book examines the potential strengths of ARG‐based social science research, the challenges that remain to be overcome, and potential starting points for testing these possibilities.


Through the Rabbit Hole

Through the Rabbit Hole
Author: Dave Szulborski
Publisher: Lulu.com
Total Pages: 142
Release: 2005
Genre: Games & Activities
ISBN: 1411648285

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Through the Rabbit Hole: A Beginner's Guide to Playing Alternate Reality Games by Dave Szulborski is the perfect introduction for newcomers to the exciting genre of alternate reality gaming, or ARGs for short. Written in the style of the rulebook that should come along with every ARG, Through the Rabbit Hole lays out the common parts, pieces, playing fields, and rules for playing alternate reality games in a simple and concise manner.