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Transmedia Storytelling
          and
Alternate Reality Games

             Jeff Watson
         USC PhD Researcher
      http://remotedevice.net/

            March, 2009
Context
          …wherein we discuss the social, cultural and
          technological moment.
Three Dynamics
Three Dynamics

Narrative
Three Dynamics

Narrative




Play
Three Dynamics

Narrative




            Public Space


Play
Three Dynamics

Narrative




 You
     are h
           e   re
                    Public Space


Play
Three Dynamics

Narrative




            Public Space


Play
Communications Paradigms
Communications Paradigms




 Local
 Culture
Communications Paradigms


           Broadcast
           Culture



 Local
 Culture
Communications Paradigms
                       Network
                       Culture

           Broadcast
           Culture



 Local
 Culture
Communications Paradigms
                                    Network
                                    Culture

           Broadcast
           Culture



 Local
 Culture
                                                  •Bittorrent
                                                  •Wikipedia
                                                  •Web 2.0
                                •Printing press
                                •Radio & TV
                                •Cinema
           •Letter writing
           •Oral traditions
           •Classical theatre
A tangled spectrum: Narrative in the 21st Century
A tangled spectrum: Narrative in the 21st Century




  •Novels                    •Comic books
                                                       •“Sock puppets”
     •Performance Art
                                     •Fan Fiction      •Flame wars
              •Films
                        •TV series                  •Flash mobs
A tangled spectrum: Narrative in the 21st Century




  •Novels                    •Comic books
                                                       •“Sock puppets”
     •Performance Art
                                     •Fan Fiction      •Flame wars
              •Films
                        •TV series                  •Flash mobs
A tangled spectrum: Narrative in the 21st Century




  •Novels                    •Comic books
                                                       •“Sock puppets”
     •Performance Art
                                     •Fan Fiction      •Flame wars
              •Films
                        •TV series                  •Flash mobs
A tangled spectrum: Narrative in the 21st Century




  •Novels                    •Comic books
                                                       •“Sock puppets”
     •Performance Art
                                     •Fan Fiction      •Flame wars
              •Films
                        •TV series                  •Flash mobs
A tangled spectrum: Narrative in the 21st Century




  •Novels                    •Comic books
                                                       •“Sock puppets”
     •Performance Art
                                     •Fan Fiction      •Flame wars
              •Films
                        •TV series                  •Flash mobs
Three Dynamics

Narrative




            Public Space


Play
The Magic Circle
A magic circle is circle or
sphere of space marked
out by practitioners of
many branches of ritual
magic, either to contain
energy and form a sacred
space, or as a form of
magical protection, or
both. It may be marked
physically, drawn in salt or
chalk, for example, or
merely visualized.
(wikipedia)
All play moves and has its being within a play-
ground marked off beforehand either materially or
ideally, deliberately or as a matter of course. Just as
there is no formal difference between play and
ritual, so the ‘consecrated spot’ cannot be formally
distinguished from the play-ground. The arena, the
card-table, the magic circle, the temple, the stage,
the screen, the tennis court, the court of justice,
etc, are all in form and function play-grounds, i.e.
forbidden spots, isolated, hedged round, hallowed,
within which special rules obtain. All are temporary
worlds within the ordinary world, dedicated to the
performance of an act apart.

                              Johan Huizinga, Homo Ludens: A
                              Study of the Play-Element in
                              Culture (Boston: The Beacon
                              Press, 1955), 10.
All play moves and has its being within a play-
ground marked off beforehand either materially or
ideally, deliberately or as a matter of course. Just as
there is no formal difference between play and
ritual, so the ‘consecrated spot’ cannot be formally
distinguished from the play-ground. The arena, the
card-table, the magic circle, the temple, the stage,
the screen, the tennis court, the court of justice,
etc, are all in form and function play-grounds, i.e.
forbidden spots, isolated, hedged round, hallowed,
within which special rules obtain. All are temporary
worlds within the ordinary world, dedicated to the
performance of an act apart.

                              Johan Huizinga, Homo Ludens: A
                              Study of the Play-Element in
                              Culture (Boston: The Beacon
                              Press, 1955), 10.
... the membrane between
synthetic worlds and daily life
is definitely there but also
definitely porous, and this is
by choice of the users. What
we have is an almost-magic
circle, which seems to have
the objective of retaining all
that is good about the fantasy
atmosphere of the synthetic
world, while giving users the
maximum amount of
freedom to manipulate their
involvement with them.

     Edward Castronova, Synthetic
     Worlds: The Business and Culture
     of Online Games (Chicago, The
     University of Chicago Press,
     2005), 147
What is the
Virtual?
Immersion
Transmedia means “across multiple
             mediums.”

             Henry Jenkins, a pioneer in the field
Transmedia   and director of the MIT
             Comparative Media Studies
             program, defines Transmedia
             Storytelling as “...a process where
             integral elements of a fiction get
             dispersed systematically across
             multiple delivery channels for the
             purpose of creating a unified and
             coordinated entertainment
             experience.”
Transmedia means “across multiple
             mediums.”

             Henry Jenkins, a pioneer in the field
Transmedia   and director of the MIT
             Comparative Media Studies
             program, defines Transmedia
             Storytelling as “...a process where
             integral elements of a fiction get
             dispersed systematically across
             multiple delivery channels for the
             purpose of creating a unified and
             coordinated entertainment
             experience.”
The Traditional Model
  (approximation; not to scale)




                                  The Story World
The Traditional Model
  (approximation; not to scale)




                                         Media
                                         Artifact




                                  The Story World
The Traditional Model
  (approximation; not to scale)




                                            story



                                         Media
                                         Artifact




                                  The Story World
The Traditional Model
  (approximation; not to scale)




                                       story



                                    Media
                                    Artifact
                 The singular
                 media artifact
                 bears full
                 responsibility
                 for revealing
                 the story world.
The Transmedia Model
 (approximation; definitely not to scale)




                                            The Story World
The Transmedia Model
 (approximation; definitely not to scale)




                                            The Story World
The Transmedia Model
 (approximation; definitely not to scale)




                                            The Story World
The Transmedia Model
 (approximation; definitely not to scale)




                                            The Story World




                                                              User-generated
                                                              content
The Transmedia Model
     (approximation; definitely not to scale)




There is no “ur-text”
that tells the whole
story; rather, the story
world is revealed as
the aggregate effect of
multiple texts/media
artifacts.                                      User-generated
                                                content
While the notion of using Transmedia to
create fiction is relatively new, the practice
of consuming Transmedia stories is deeply
ingrained in all of us. Indeed, although we
may not have ever thought about it in these
terms, each of us is in fact a lifelong
consumer and interpreter of Transmedia.
Alternate Reality Games
        (ARGs)
Nobody’s happy with this term, but
    let’s run with it anyway.
Wikipedia says…
An alternate reality game (ARG) is an
interactive narrative that uses the real world
as a platform, often involving multiple media
and game elements, to tell a story that may be
affected by participants' ideas or actions.
Wikipedia says…
An alternate reality game (ARG) is an
interactive narrative that uses the real world
as a platform, often involving multiple media
and game elements, to tell a story that may be
affected by participants' ideas or actions.
Wikipedia says…
An alternate reality game (ARG) is an
interactive narrative that uses the real world
as a platform, often involving multiple media
and game elements, to tell a story that may be
affected by participants' ideas or actions.
Wikipedia says…
An alternate reality game (ARG) is an
interactive narrative that uses the real world
as a platform, often involving multiple media
and game elements, to tell a story that may be
affected by participants' ideas or actions.
“If you listen to a Velvet Underground album from the late
'60s, leaving aside the individual tracks, there is a sound to
that record. There's a sound to a mid-stage Bowie album,
there's a sound to the record. ARGs are the sound of the
twenty-first century. They sound like what today feels like.
You're sitting here with a mini- tape recorder on one hand
and a Blackberry on the other... you're talking to us... you
emailed me yesterday... that's life. And the key thing about
an ARG is the way it jumps off all those platforms. It's a
game that's social and comes at you across all the different
ways that you connect to the world around you.”

– Sean Stewart, 42 Entertainment
The whole
world is our
platform…
Movies




                                             Signs



                     The whole
          Graffiti   world is our
                     platform…



Word of
mouth
Movies




                      Phones &
 Instant
                      Answering               Signs
Messages
                      Machines


                      The whole
           Graffiti   world is our
                      platform…



Word of
                                              Events
mouth




                      Postcards
Theatre       Movies




                       Phones &
 Instant   Books and
                       Answering                Signs
Messages    comics
                       Machines


                       The whole
            Graffiti   world is our
                       platform…



                                      Single
Word of
             Email                    player    Events
mouth
                                      games



                                      Techno-
 Hoaxes                Postcards
                                        toys
Adverts    Wikipedia        Theatre         Movies       History
           (see * above)




                           Phones &
 Instant   Books and                      Installation
                           Answering                      Signs
Messages    comics                            art
                           Machines


                           The whole
 Blogs      Graffiti       world is our    YouTube       Twitter
                           platform…



                             Multi-         Single
Word of
             Email           player         player        Events
mouth
                             games          games



                                           Techno-
 Hoaxes     Letters        Postcards                     Software
                                             toys
Story Model Comparison
Single-platform (movies, non-   Multi-platform (ARGs,
sandbox video games, books)     transmedia stories)
• Clear boundary (or “magic     • Blurry boundary separating
  circle”) separating story       story from non-story
  from non-story                • Story told across many
• Story contained within a        media artifacts
  single medium or artifact     • Progression through the
• Progression through the         narrative negotiated among
  narrative orchestrated by       multiple authors and
  authors or algorithms           player-participants
• Story as channel              • Story as layer
Origins and Prior Works
         …wherein we discuss the provenance of the
         ARG, its first manifestations in popular culture
         and its emergence as a field of artistic practice.
The Voynich Manuscript
Possible Hoax, 15th-16th century?
Alternate Reality Games: Origins and Prior Works




         The Club of Queer Trades
         Short Story Collection, 1905
                                                   "We believe that we are doing a noble work," said
                                                   Northover warmly. "It has continually struck us that
                                                   there is no element in modern life that is more
                                                   lamentable than the fact that the modern man has
                                                   to seek all artistic existence in a sedentary state. If
                                                   he wishes to float into fairyland, he reads a book; if
                                                   he wishes to dash into the thick of battle, he reads a
                                                   book; if he wishes to soar into heaven, he reads a
                                                   book; if he wishes to slide down the banisters, he
                                                   reads a book. We give him these visions, but we give
                                                   him exercise at the same time, the necessity of
                                                   leaping from wall to wall, of fighting strange
                                                   gentlemen, of running down long streets from
                                                   pursuers—all healthy and pleasant exercises. We
                                                   give him a glimpse of that great morning world of
                                                   Robin Hood or the Knights Errant, when one great
                                                   game was played under the splendid sky. We give
                                                   him back his childhood, that godlike time when we
                                                   can act stories, be our own heroes, and at the same
                                                   instant dance and dream."
Alternate Reality Games: Origins and Prior Works




                                                   TheFilm, 1997
                                                           Game
                                                   Feature
Alternate Reality Games: Origins and Prior Works




         Relational1990s      Art
         Art movement/theory,

                                                   Relational Art, according to critic
                                                   Nicolas Bourriaud, is “… a set of
                                                   artistic practices which take as
                                                   their theoretical and practical
                                                   point of departure the whole of
                                                   human relations and their social
                                                   context, rather than an
                                                   independent and private space.”
                                                   Bourriaud, Nicolas, Relational Aesthetics p.113
Alternate Reality Games: Origins and Prior Works




         Viral Practices, 1990s-2000s Marketing
                     and Stealth
         Advertising
Alternate Reality Games: Origins and Prior Works




       Pattern Recognition
       Novel, 2003
Alternate Reality Games: Origins and Prior Works




                                The Beast and ilovebees
                                First wave of ARGs, 2001-2004
Alternate Reality Games: Origins and Prior Works




          SF0 Production ARG, 2005-present
          Collaborative
Case Study

YEAR ZERO
Alternate Reality Games: Origins and Prior Works




          YearNails concept album ARG
                    Zero
          Nine Inch


          I really wanted to focus on
          something that was at the
          forefront of my consciousness
          which is, as an American, I'm
          appalled by the behavior of our
          government, the direction that it
          has taken and the direction that
          it's taken everyone else in the
          world and its arrogance... I
          decided to write an essay about
          where the world might be if we
          continue down the path that
          we're on with a neo-con-esque
          government doing whatever it
          pleases...
                                                   http://www.42entertainment.com/yearzero/
                                 Trent Reznor
•[ARGs] are designed experiences with a strong potential for emergent, that is to say
unexpectedly complex, group play and performance.
•They are distributed experiences: distributed across multiple media, platforms,
locations, and times.
•They are embedded at least partially in everyday contexts and/or environments,
rather than in marked-off gaming contexts and spaces. They prefer to adopt
everyday software, services and technologies rather than exclusively gaming-
platforms.
•They have the effect of sensitizing participants to affordances, real or imagined.
That is to say, they increase perception of opportunities for interaction.
•Many, if not most, of their distributed elements are not clearly identified as part of
the experience. Thus active investigation of, and live interaction with, both in-game
and out-of-game elements is a significant component of the experience.
•They have the effect of making all data seem connected, or at least plausibly
connected.
•They make surfaces less convincing. Underlying structures are what matter.
•They establish a network of players who are in the know. They intentionally involve
or engage others who are, at least temporarily, in the dark.
•They inexorably create community.


                                                      Jane McGonigal
                                                      This Might Be a Game, 45
Locative Media
        …wherein we discuss the practice of using
        technology to layer narrative on physical
        space.
AR Toolkit   QR Code
             (Japan,
             China, UK)




Visual       Datamatrix
Codes        (USA DOD,
             Germany)




Spotcode     D-touch
Embedding Media in Public Space with QR codes: The basic model

                    QR codes placed on walls                     Cell phone with camera and
                    and other surfaces                           QR Code-reading software




              1.                                           2.




                   Scanning the QR
                   code with the phone
                   camera yields text or
                   a URL linking to a
                   video or other
                   content available
                   online for cell phone
                   playback
                                           3.
QR Codes: Survey of recent projects




         AddFacebook mashup
                 to Friends
         QR Code

                                      “Add to Friends” is a
                                      Facebook application that
                                      enables users to add friends
                                      by snapping photos of
                                      custom QR codes associated
                                      with Facebook profiles.

                                      Facebook app URL:
                                      http://www.facebook.com/apps/application.php?id=2135251

                                      More info:
                                      http://www.etre.com/blog/2008/02/facebook_add_to_friend
QR Codes: Survey of recent projects




         P8TCHQR-code URL patch
         Velcro-backed

                                      “Think of it as a TinyURL you
                                      can wear. The QR Code on
                                      the p8tch is a URL. If you
                                      scan the code with your
                                      iPhone, Mobile Safari will
                                      take you directly to that URL.
                                      If it's a Google Maps link,
                                      your iPhone will take you
                                      directly to the map. If it's a
                                      YouTube link, you'll see the
                                      movie fullscreen. Cool,
                                      right?”
                                      More info:
                                      http://p8tch.com/
QR Codes: Survey of recent projects




         Semapedia.org
         QR Code Wikipedia mashup

                                      “Our goal is to connect the
                                      virtual and physical world by
                                      bringing the right
                                      information from the
                                      internet to the relevant
                                      place in physical space.”
                                      More info:
                                      http://www.semapedia.org/
QR Codes: Survey of recent projects




         Pet Shop Boys - Integral
         QR Code-enriched music video/activism initiative

                                                            “The QR Code links in the
                                                            video are a catalogue of
                                                            online content about issues
                                                            of civil liberties, as well as
                                                            links that will give you the
                                                            opportunity to get involved
                                                            in campaigning against the
                                                            erosion of our personal
                                                            freedom.”
                                                            More info:
                                                            http://www.petshopboys.co.uk/browser.aspx?page=pethead
QR Codes: Survey of recent projects




         Kaywa Pixel Scarf
         Fashion accessory

                                      Wearing a QR code confers
                                      the wearer with mystery and
                                      geekitude, signaling social
                                      niche position on both sides
                                      of the scanning-moment.
                                      More info:
                                      http://lendorff.kaywa.com/
QR Codes: Survey of recent projects




         Simone O’Callaghan
         PhD researcher blending printmaking and QR Codes

                                                            “Why am I looking at [QR codes]? Well as
                                                            you can see from the entry above, at the
                                                            moment they are mostly being used in
                                                            commercial and advertising scenarios, as
                                                            yet to my knowledge, no one is utilsing
                                                            their full capabilities in art. The nice thing
                                                            about creating artworks is that the process
                                                            is about experimentation and exploration.
                                                            Something, that is quite a luxury in the
                                                            commercial world.

                                                            The way a user interacts with a qr code is
                                                            similar to taking a photograph. Its easy to
                                                            do, and rewarding for the user. Not like
                                                            trying to type a url on a mobile phone…I'm
                                                            talking about playfulness that results in
                                                            delight and a smile.”

                                                            More info:
                                                            http://elusivesprite.squarespace.com/phd_journal/
Related tagging/mobile/ubicomp projects




                                                       gofindit.net (QR Code-activated mobile AR)
                                                       Ford “Ka” marketing campaign

       “The 3D mobile interactive experience is
       delivered via QR code stickers.

       The Ford Ka stickers have a WAP link that
       allows people to download an application.
       When the camera phone is pointed at the
       marker on Wunderman’s QR code stickers,
       it projects a 3D image of the Ka onto the
       screen.

       Developed in conjunction with technology
       experts HIT Lab NZ and Ford’s CGi
       specialists Burrows, the 3D Ka is viewable
       on Nokia camera phones released within
       the last two years, plus most camera
       phones which use a Windows Mobile
       operating system.”

       More info:
       http://www.mobilemarketer.com/cms/news/advertising/2260.html
Related tagging/mobile/ubicomp projects




                                                           Spellbinder AR “invisible grafitti”
                                                           Image-recognition tagging/mobile

       “Scottish researchers are turning to camera
       phones to help bridge the virtual and real
       worlds.

       Using image-matching algorithms the
       researchers have found a way to adorn the
       real world with digital content.

       The technology has already been used to
       create a guide of Edinburgh that allows
       people to find virtual artworks placed
       around the city using their mobile.”

       More info:
       http://news.bbc.co.uk/2/hi/technology/6938244.stm

       Project page:
       http://blue.caad.ed.ac.uk/branded/stageone/

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Transmedia Storytelling and Alternate Reality Games

  • 1. Transmedia Storytelling and Alternate Reality Games Jeff Watson USC PhD Researcher http://remotedevice.net/ March, 2009
  • 2. Context …wherein we discuss the social, cultural and technological moment.
  • 6. Three Dynamics Narrative Public Space Play
  • 7. Three Dynamics Narrative You are h e re Public Space Play
  • 8. Three Dynamics Narrative Public Space Play
  • 11. Communications Paradigms Broadcast Culture Local Culture
  • 12. Communications Paradigms Network Culture Broadcast Culture Local Culture
  • 13. Communications Paradigms Network Culture Broadcast Culture Local Culture •Bittorrent •Wikipedia •Web 2.0 •Printing press •Radio & TV •Cinema •Letter writing •Oral traditions •Classical theatre
  • 14. A tangled spectrum: Narrative in the 21st Century
  • 15. A tangled spectrum: Narrative in the 21st Century •Novels •Comic books •“Sock puppets” •Performance Art •Fan Fiction •Flame wars •Films •TV series •Flash mobs
  • 16. A tangled spectrum: Narrative in the 21st Century •Novels •Comic books •“Sock puppets” •Performance Art •Fan Fiction •Flame wars •Films •TV series •Flash mobs
  • 17. A tangled spectrum: Narrative in the 21st Century •Novels •Comic books •“Sock puppets” •Performance Art •Fan Fiction •Flame wars •Films •TV series •Flash mobs
  • 18. A tangled spectrum: Narrative in the 21st Century •Novels •Comic books •“Sock puppets” •Performance Art •Fan Fiction •Flame wars •Films •TV series •Flash mobs
  • 19. A tangled spectrum: Narrative in the 21st Century •Novels •Comic books •“Sock puppets” •Performance Art •Fan Fiction •Flame wars •Films •TV series •Flash mobs
  • 20. Three Dynamics Narrative Public Space Play
  • 22. A magic circle is circle or sphere of space marked out by practitioners of many branches of ritual magic, either to contain energy and form a sacred space, or as a form of magical protection, or both. It may be marked physically, drawn in salt or chalk, for example, or merely visualized. (wikipedia)
  • 23. All play moves and has its being within a play- ground marked off beforehand either materially or ideally, deliberately or as a matter of course. Just as there is no formal difference between play and ritual, so the ‘consecrated spot’ cannot be formally distinguished from the play-ground. The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart. Johan Huizinga, Homo Ludens: A Study of the Play-Element in Culture (Boston: The Beacon Press, 1955), 10.
  • 24. All play moves and has its being within a play- ground marked off beforehand either materially or ideally, deliberately or as a matter of course. Just as there is no formal difference between play and ritual, so the ‘consecrated spot’ cannot be formally distinguished from the play-ground. The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart. Johan Huizinga, Homo Ludens: A Study of the Play-Element in Culture (Boston: The Beacon Press, 1955), 10.
  • 25.
  • 26. ... the membrane between synthetic worlds and daily life is definitely there but also definitely porous, and this is by choice of the users. What we have is an almost-magic circle, which seems to have the objective of retaining all that is good about the fantasy atmosphere of the synthetic world, while giving users the maximum amount of freedom to manipulate their involvement with them. Edward Castronova, Synthetic Worlds: The Business and Culture of Online Games (Chicago, The University of Chicago Press, 2005), 147
  • 27.
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  • 31.
  • 32.
  • 34.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40. Transmedia means “across multiple mediums.” Henry Jenkins, a pioneer in the field Transmedia and director of the MIT Comparative Media Studies program, defines Transmedia Storytelling as “...a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience.”
  • 41. Transmedia means “across multiple mediums.” Henry Jenkins, a pioneer in the field Transmedia and director of the MIT Comparative Media Studies program, defines Transmedia Storytelling as “...a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience.”
  • 42. The Traditional Model (approximation; not to scale) The Story World
  • 43. The Traditional Model (approximation; not to scale) Media Artifact The Story World
  • 44. The Traditional Model (approximation; not to scale) story Media Artifact The Story World
  • 45. The Traditional Model (approximation; not to scale) story Media Artifact The singular media artifact bears full responsibility for revealing the story world.
  • 46. The Transmedia Model (approximation; definitely not to scale) The Story World
  • 47. The Transmedia Model (approximation; definitely not to scale) The Story World
  • 48. The Transmedia Model (approximation; definitely not to scale) The Story World
  • 49. The Transmedia Model (approximation; definitely not to scale) The Story World User-generated content
  • 50. The Transmedia Model (approximation; definitely not to scale) There is no “ur-text” that tells the whole story; rather, the story world is revealed as the aggregate effect of multiple texts/media artifacts. User-generated content
  • 51. While the notion of using Transmedia to create fiction is relatively new, the practice of consuming Transmedia stories is deeply ingrained in all of us. Indeed, although we may not have ever thought about it in these terms, each of us is in fact a lifelong consumer and interpreter of Transmedia.
  • 52.
  • 53. Alternate Reality Games (ARGs) Nobody’s happy with this term, but let’s run with it anyway.
  • 54. Wikipedia says… An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions.
  • 55. Wikipedia says… An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions.
  • 56. Wikipedia says… An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions.
  • 57. Wikipedia says… An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions.
  • 58. “If you listen to a Velvet Underground album from the late '60s, leaving aside the individual tracks, there is a sound to that record. There's a sound to a mid-stage Bowie album, there's a sound to the record. ARGs are the sound of the twenty-first century. They sound like what today feels like. You're sitting here with a mini- tape recorder on one hand and a Blackberry on the other... you're talking to us... you emailed me yesterday... that's life. And the key thing about an ARG is the way it jumps off all those platforms. It's a game that's social and comes at you across all the different ways that you connect to the world around you.” – Sean Stewart, 42 Entertainment
  • 59. The whole world is our platform…
  • 60. Movies Signs The whole Graffiti world is our platform… Word of mouth
  • 61. Movies Phones & Instant Answering Signs Messages Machines The whole Graffiti world is our platform… Word of Events mouth Postcards
  • 62. Theatre Movies Phones & Instant Books and Answering Signs Messages comics Machines The whole Graffiti world is our platform… Single Word of Email player Events mouth games Techno- Hoaxes Postcards toys
  • 63. Adverts Wikipedia Theatre Movies History (see * above) Phones & Instant Books and Installation Answering Signs Messages comics art Machines The whole Blogs Graffiti world is our YouTube Twitter platform… Multi- Single Word of Email player player Events mouth games games Techno- Hoaxes Letters Postcards Software toys
  • 64. Story Model Comparison Single-platform (movies, non- Multi-platform (ARGs, sandbox video games, books) transmedia stories) • Clear boundary (or “magic • Blurry boundary separating circle”) separating story story from non-story from non-story • Story told across many • Story contained within a media artifacts single medium or artifact • Progression through the • Progression through the narrative negotiated among narrative orchestrated by multiple authors and authors or algorithms player-participants • Story as channel • Story as layer
  • 65. Origins and Prior Works …wherein we discuss the provenance of the ARG, its first manifestations in popular culture and its emergence as a field of artistic practice.
  • 66. The Voynich Manuscript Possible Hoax, 15th-16th century?
  • 67. Alternate Reality Games: Origins and Prior Works The Club of Queer Trades Short Story Collection, 1905 "We believe that we are doing a noble work," said Northover warmly. "It has continually struck us that there is no element in modern life that is more lamentable than the fact that the modern man has to seek all artistic existence in a sedentary state. If he wishes to float into fairyland, he reads a book; if he wishes to dash into the thick of battle, he reads a book; if he wishes to soar into heaven, he reads a book; if he wishes to slide down the banisters, he reads a book. We give him these visions, but we give him exercise at the same time, the necessity of leaping from wall to wall, of fighting strange gentlemen, of running down long streets from pursuers—all healthy and pleasant exercises. We give him a glimpse of that great morning world of Robin Hood or the Knights Errant, when one great game was played under the splendid sky. We give him back his childhood, that godlike time when we can act stories, be our own heroes, and at the same instant dance and dream."
  • 68. Alternate Reality Games: Origins and Prior Works TheFilm, 1997 Game Feature
  • 69. Alternate Reality Games: Origins and Prior Works Relational1990s Art Art movement/theory, Relational Art, according to critic Nicolas Bourriaud, is “… a set of artistic practices which take as their theoretical and practical point of departure the whole of human relations and their social context, rather than an independent and private space.” Bourriaud, Nicolas, Relational Aesthetics p.113
  • 70. Alternate Reality Games: Origins and Prior Works Viral Practices, 1990s-2000s Marketing and Stealth Advertising
  • 71. Alternate Reality Games: Origins and Prior Works Pattern Recognition Novel, 2003
  • 72. Alternate Reality Games: Origins and Prior Works The Beast and ilovebees First wave of ARGs, 2001-2004
  • 73. Alternate Reality Games: Origins and Prior Works SF0 Production ARG, 2005-present Collaborative
  • 75. Alternate Reality Games: Origins and Prior Works YearNails concept album ARG Zero Nine Inch I really wanted to focus on something that was at the forefront of my consciousness which is, as an American, I'm appalled by the behavior of our government, the direction that it has taken and the direction that it's taken everyone else in the world and its arrogance... I decided to write an essay about where the world might be if we continue down the path that we're on with a neo-con-esque government doing whatever it pleases... http://www.42entertainment.com/yearzero/ Trent Reznor
  • 76. •[ARGs] are designed experiences with a strong potential for emergent, that is to say unexpectedly complex, group play and performance. •They are distributed experiences: distributed across multiple media, platforms, locations, and times. •They are embedded at least partially in everyday contexts and/or environments, rather than in marked-off gaming contexts and spaces. They prefer to adopt everyday software, services and technologies rather than exclusively gaming- platforms. •They have the effect of sensitizing participants to affordances, real or imagined. That is to say, they increase perception of opportunities for interaction. •Many, if not most, of their distributed elements are not clearly identified as part of the experience. Thus active investigation of, and live interaction with, both in-game and out-of-game elements is a significant component of the experience. •They have the effect of making all data seem connected, or at least plausibly connected. •They make surfaces less convincing. Underlying structures are what matter. •They establish a network of players who are in the know. They intentionally involve or engage others who are, at least temporarily, in the dark. •They inexorably create community. Jane McGonigal This Might Be a Game, 45
  • 77.
  • 78. Locative Media …wherein we discuss the practice of using technology to layer narrative on physical space.
  • 79. AR Toolkit QR Code (Japan, China, UK) Visual Datamatrix Codes (USA DOD, Germany) Spotcode D-touch
  • 80. Embedding Media in Public Space with QR codes: The basic model QR codes placed on walls Cell phone with camera and and other surfaces QR Code-reading software 1. 2. Scanning the QR code with the phone camera yields text or a URL linking to a video or other content available online for cell phone playback 3.
  • 81. QR Codes: Survey of recent projects AddFacebook mashup to Friends QR Code “Add to Friends” is a Facebook application that enables users to add friends by snapping photos of custom QR codes associated with Facebook profiles. Facebook app URL: http://www.facebook.com/apps/application.php?id=2135251 More info: http://www.etre.com/blog/2008/02/facebook_add_to_friend
  • 82. QR Codes: Survey of recent projects P8TCHQR-code URL patch Velcro-backed “Think of it as a TinyURL you can wear. The QR Code on the p8tch is a URL. If you scan the code with your iPhone, Mobile Safari will take you directly to that URL. If it's a Google Maps link, your iPhone will take you directly to the map. If it's a YouTube link, you'll see the movie fullscreen. Cool, right?” More info: http://p8tch.com/
  • 83. QR Codes: Survey of recent projects Semapedia.org QR Code Wikipedia mashup “Our goal is to connect the virtual and physical world by bringing the right information from the internet to the relevant place in physical space.” More info: http://www.semapedia.org/
  • 84. QR Codes: Survey of recent projects Pet Shop Boys - Integral QR Code-enriched music video/activism initiative “The QR Code links in the video are a catalogue of online content about issues of civil liberties, as well as links that will give you the opportunity to get involved in campaigning against the erosion of our personal freedom.” More info: http://www.petshopboys.co.uk/browser.aspx?page=pethead
  • 85. QR Codes: Survey of recent projects Kaywa Pixel Scarf Fashion accessory Wearing a QR code confers the wearer with mystery and geekitude, signaling social niche position on both sides of the scanning-moment. More info: http://lendorff.kaywa.com/
  • 86. QR Codes: Survey of recent projects Simone O’Callaghan PhD researcher blending printmaking and QR Codes “Why am I looking at [QR codes]? Well as you can see from the entry above, at the moment they are mostly being used in commercial and advertising scenarios, as yet to my knowledge, no one is utilsing their full capabilities in art. The nice thing about creating artworks is that the process is about experimentation and exploration. Something, that is quite a luxury in the commercial world. The way a user interacts with a qr code is similar to taking a photograph. Its easy to do, and rewarding for the user. Not like trying to type a url on a mobile phone…I'm talking about playfulness that results in delight and a smile.” More info: http://elusivesprite.squarespace.com/phd_journal/
  • 87. Related tagging/mobile/ubicomp projects gofindit.net (QR Code-activated mobile AR) Ford “Ka” marketing campaign “The 3D mobile interactive experience is delivered via QR code stickers. The Ford Ka stickers have a WAP link that allows people to download an application. When the camera phone is pointed at the marker on Wunderman’s QR code stickers, it projects a 3D image of the Ka onto the screen. Developed in conjunction with technology experts HIT Lab NZ and Ford’s CGi specialists Burrows, the 3D Ka is viewable on Nokia camera phones released within the last two years, plus most camera phones which use a Windows Mobile operating system.” More info: http://www.mobilemarketer.com/cms/news/advertising/2260.html
  • 88. Related tagging/mobile/ubicomp projects Spellbinder AR “invisible grafitti” Image-recognition tagging/mobile “Scottish researchers are turning to camera phones to help bridge the virtual and real worlds. Using image-matching algorithms the researchers have found a way to adorn the real world with digital content. The technology has already been used to create a guide of Edinburgh that allows people to find virtual artworks placed around the city using their mobile.” More info: http://news.bbc.co.uk/2/hi/technology/6938244.stm Project page: http://blue.caad.ed.ac.uk/branded/stageone/