2008
DOI: 10.1145/1314215.1314222
|View full text |Cite
|
Sign up to set email alerts
|

Alternate reality gaming

Abstract: Millions update the state of the game on the way to a common conclusion, in one case to help the Operator regain control of a spaceship and bring her crew back to the future.

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
17
0

Year Published

2009
2009
2022
2022

Publication Types

Select...
4
3
2

Relationship

0
9

Authors

Journals

citations
Cited by 49 publications
(20 citation statements)
references
References 2 publications
0
17
0
Order By: Relevance
“…Definition of the term has previously proved difficult, as various sources tend to focus on different aspects of the genre. However, an analysis and amalgamation of aspects of 15 sources (Alternate Reality Gaming Network, 2002;Bono and Breeze, 2008;Bonsignore et al, 2012;Chess and Booth, 2013;Dena, 2008;Gurzick et al, 2011;Hakulinen, 2013;Hansen et al, 2013;Kim et al, 2008;Martin and Chatfield, 2006;McGonigal, 2003b;Ornebring, 2007;Stewart, 2008;Szulborski, 2005;Unfiction, 2002) presents the following succinct definition: "An alternate reality game is a game that focuses on delivering a platformless, fragmented narrative experience to its players. This narrative is progressed through the collaborative solving of puzzles that, along with the narrative, is delivered through the use of multiple mediums (audio, text, and video, amongst others) and technologies that utilise these media.…”
Section: Defining Argsmentioning
confidence: 99%
“…Definition of the term has previously proved difficult, as various sources tend to focus on different aspects of the genre. However, an analysis and amalgamation of aspects of 15 sources (Alternate Reality Gaming Network, 2002;Bono and Breeze, 2008;Bonsignore et al, 2012;Chess and Booth, 2013;Dena, 2008;Gurzick et al, 2011;Hakulinen, 2013;Hansen et al, 2013;Kim et al, 2008;Martin and Chatfield, 2006;McGonigal, 2003b;Ornebring, 2007;Stewart, 2008;Szulborski, 2005;Unfiction, 2002) presents the following succinct definition: "An alternate reality game is a game that focuses on delivering a platformless, fragmented narrative experience to its players. This narrative is progressed through the collaborative solving of puzzles that, along with the narrative, is delivered through the use of multiple mediums (audio, text, and video, amongst others) and technologies that utilise these media.…”
Section: Defining Argsmentioning
confidence: 99%
“…The use of cross media (unfiction inc, 2002) is one of the unique characteristics of ARGs. ARGs use multimedia to a large extent (digital media) but also employ multiple types of media (Hansen et al, 2013;Kim et al, 2008;McGonigal, 2003aMcGonigal, , 2004. The usage of "real technologies" like email, letters, packages and other physical media adds to the effectivity of the integrated reality of the game (Bono and Breeze, 2008;Dena, 2008;McGonigal, 2003a).…”
Section: Characteristics Of Alternate Reality Gamesmentioning
confidence: 99%
“…On the other hand, there are examples of ARGs that have managed to immerse participants into collaborative problem solving and to see a lot of effort to play the game [95,157]. This raises a question if ARGs, in some form, could be used to engage people in solving problems that are specially built keeping in mind the educational goals set for them.…”
Section: Rq22 Are There Differences In Terms Of Achievement Goal Ormentioning
confidence: 99%
“…Beast [95] and The Truth About Marika [157]), the use of ARGs in education has raised some interest. Beer and Holmner [16] used an alternate reality game as a capstone course in a multimedia post-graduate degree.…”
Section: Educational Alternate Reality Gamesmentioning
confidence: 99%