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Alternate reality game

An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions.

Not to be confused with Augmented reality.

The form is defined by intense player involvement with a story that takes place in real time and evolves according to players' responses. It is shaped by characters that are actively controlled by the game's designers, as opposed to being controlled by an AI as in a computer or console video game. Players interact directly with characters in the game, solve plot-based challenges and puzzles, and collaborate as a community to analyze the story and coordinate real-life and online activities. ARGs generally utilize multimedia, such as telephones and mail, but rely on the Internet as the central binding medium.


ARGs tend to be free to play, with costs absorbed either through supporting products (e.g., collectible puzzle cards fund Perplex City) or through promotional relationships with existing products (for example, I Love Bees was a promotion for Halo 2, and the Lost Experience and Find 815 promoted the television show Lost). Pay-to-play models exist as well. Later games in the genre have shown an increasing amount of experimentation with new models and sub-genres.

Definition[edit]

There is a great deal of debate surrounding the characteristics by which the term "alternate reality game" should be defined. Sean Stacey, the founder of the website Unfiction, has suggested that the best way to define the genre was not to define it, and instead locate each game on three axes (ruleset, authorship and coherence) in a sphere of "chaotic fiction" that would include works such as the Uncyclopedia and street games like SF0 as well.[1]


Several experts, though, point to the use of transmedia, "the aggregate effect of multiple texts/media artifacts,"[2] as the defining attribute of ARGs. This prompts the unique collaboration emanating from ARGs as well; Sean Stewart, founder of 42 Entertainment, which has produced various successful ARGs, speaks to how this occurs, noting that "the key thing about an ARG is the way it jumps off of 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."[2]


Most ARGs do not have any fixed rules—players discover the rules and the boundaries of the game through trial and error—and do not require players to assume fictional identities or roleplay beyond feigning belief in the reality of the characters they interact with (even if games where players play 'themselves' are a long-standing variant on the genre).[3]

Scholarly views[edit]

Overall, academics have been intrigued by ARGs' potential for effective organizing. Across the board, a diverse range of organizations, such as businesses, nonprofits, government agencies, and schools "can learn from the best practices and lessons of ARGs to similarly take advantage of new media and collective problem–solving".[4] As such, implementation of ARGs in these different settings involves finding best practices for honing the collaborative, transmedia elements of ARGs for these respective institutions.


Much of this scholarly interest stems from the evolving media ecology with the rise of new media. In sustaining cooperative online communities, ARGs build on "an alignment of interest, where problems are presented in a fashion that assists game designers in their goal while intriguing and aiding players in their goals".[4] This returns to ARGs' framework of transmedia storytelling, which necessitates that ARG designers relinquish a significant degree of their power to the ARG's audience, problematizing traditional views of authorship.[5]


The majority of the scholarly review on ARGs analyzes their pedagogical advantages. Notably, in the classroom, ARGs can be effective tools for providing exigence on given topics and yield a collaborative and experiential learning environment.[6] By the same token, weaknesses of classroom learning through ARGs include the need for a flexible narrative conducive to collaborative learning in large groups and a sophisticated web design.[6]


In a contribution to a volume focusing on play and cities in Springer's Gaming Media and Social Effects series, Eddie Duggan (2017) provides an overview of pervasive games, and discusses characteristics in ARGs, LARPs, RPGs, assassination games and other games where the notion of the "magic circle" as elaborated by Salen and Zimmerman[7] is confounded.[8]

Awards won[edit]

ARGs have been recognized by the mainstream entertainment world: The Ocular Effect, an ARG promoting the TV movie The Fallen and produced in the autumn of 2007 by Xenophile Media Inc.[76] was awarded a Primetime Emmy for Outstanding Achievement for an Interactive Television Program.[77] Xenophile Media Inc.'s ReGenesis Extended Reality Game won an International Interactive Emmy Award in 2007 and in April 2008 The Truth About Marika won the iEmmy for Best Interactive TV service.[78] The British Academy of Film and Television Arts recognizes Interactivity as a category in the British Academy Television Awards.


Likewise, Year Zero was widely heralded following its release. Such acclaim is signified in the ARG's Grand Prix Cyber Lions award, viewed as "the most prestigious of all advertising awards," at Cannes.[79] Adweek published a quote from the selection committee on the award decision, explaining that "42 Entertainment's [viral campaign for Nine Inch Nails] impressed the jury because of its use of a variety of media, from outdoor to guerrilla to online, and how digital [media] can play a central role of a big idea campaign."[80]


In turn, Why So Serious also won a Grand Prix Award,[81] alongside a Webby for interactive advertising.[82] World Without Oil was recognized for its achievements, too, earning the Activism award at the 2008 SXSW Web Awards.[83]


Project Architeuthis, created for the U.S. Navy as a recruiting device for its cryptology division, won numerous awards, including the 2015 Warc Grand Prix for Social Strategy.[84]

List of alternate reality games

History of alternate reality games

Ergodic literature

Hyperreality

Legend tripping

Live-action game

Live-action virtual reality game

Metaverse

Mixed reality game

Pervasive game

Transmedia storytelling

Transreality gaming

Verisimilitude

– International Game Developers Association Alternate Reality Game Special Interest Group

ARGology

– Lateral Realities

Lateral Realities