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Participatory narratives are compelling, at least partly because of their ability to help players suspend disbelief in the fictional world in which they engage. Game makers have used the phrase “This is Not a Game” (TINAG) to capture the willingness of players to buy into such narratives in ways that promote productive roleplaying and authentic engagement. Although TINAG has permeated the academic and popular literature on gaming and immersive narratives for decades, there has not been a scientific grounding for the term that provides researchers support for a more rigorous study of the topic. This paper makes two primary contributions. First, it provides a definition of the Perception of TINAG based on a systematic literature review of 50 articles that define or describe critical characteristics of TINAG: The Perception of TINAG is a player’s acceptance that they are embedded in and able to influence a fictional story woven into the real world . Second, the paper develops and validates a survey instrument that researchers can use to measure the Perception of TINAG and its three unique components: 1) the player accepts that they are embedded in a fictional story, 2) the player believes their actions influence the narrative, and 3) the player perceives that the story is woven into the real world . We evaluated the instrument using exploratory factor analysis using expert reviewers and game players. We include a table of the 50 articles describing TINAG and our final scale to facilitate future research.

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This chapter presents a new platform for technology-mediated learning that holds the promise of helping to teach students to both think and act like professionals in a particular discipline. It provides an educational experience that goes beyond presenting information- and skill-based content knowledge and leading students to develop greater interest and more mature perspectives of the field. We have called this new educational platform a Playable Case Study (PCS). It is planned to be a 2-week interactive simulation that allows students to take the role of a professional and interact with fictional characters through online mediums such as emails, online chats, and videoconferencing. We present findings on research conducted with a group of college-aged students who participated in a PCS called Cybermatics, designed to introduce students to the work of a cybersecurity professional. We found that the Cybermatics PCS was successful in giving students a hands-on, interactive skill-building experience that ultimately reshaped their perceptions of cybersecurity and increased their interest in the field. We believe that the PCS has potential to be a useful learning tool to teach beyond instructional content and help students develop skills, attitudes, viewpoints, values, and interest in not only cybersecurity but other fields as well.
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This textbook contains the proceedings from the 3rd International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2006). The contributions are grouped into six sections, which include subjects like virtual characters, story authoring, narrative systems, and examples of their application. During recent years, Interactive Digital Storytelling has evolved as a prospering - search topic, banding together formerly disjoined disciplines stemming from the arts and humanities as well as computer science. The subject of this book is of course strongly related to the notion of ‘storytelling’, which has been used as an effective means for the communication of knowledge and social values, ever since the early history of humankind. It also tries to build a bridge between current academic trends, for example, by investigating and formalizing narrative aspects of computer games, and by its developments for the experience-based design of human–media interaction in general. Starting with a scientific workshop at national level in 2000, the Digital Sto- telling group at ZGDV Darmstadt originated TIDSE, the International Conference for Technologies in Interactive Digital Storytelling and Entertainment. TIDSE 2003, TIDSE 2004, and TIDSE 2006 continued this series, and provided the latest research outcomes and indications for its usage within entertainment applications.
Chapter
In this chapter, alternate reality games (ARGs) are examined as an example of immersive and pervasive play, in which game play may escape a proscribed sphere and permeate into ‘ordinary’, non-ludic life. Particular attention is addressed to this genre of games’ dissimulative, ‘this is not a game’ rhetoric, which seemed to early critics to promise (or threaten) a compelling engagement with a deviously simulated reality. Using the 2007 game World Without Oil as a case study, the chapter examines the potential for ARGs to blur the boundaries between in- and out-of-game realities in a practical sense without resorting to the sort of seamless simulation or requiring the naive reception that early criticisms assumed were features of play.
Thesis
Alternate Reality Game (ARG) represent a new genre of transmedia practice where players hunt for scattered clues, make sense of disparate information, and solve puzzles to advance an ever-evolving storyline. Players participate in ARGs using multiple communications technologies, ranging from print materials to mobile devices. However, many interaction design challenges must be addressed to weave these everyday communication tools together into an immersive, participatory experience. Transmedia design is not an everyday process. Designers must create and connect story bits across multiple media (video, audio, text) and multiple platforms (phones, computers, physical spaces). Furthermore, they must engage with players of varying skill levels. Few studies to-date have explored the design process of ARGs in learning contexts. Fewer still have focused on challenges involved in designing for youth (13-17 years old). In this study, I explore the process of designing ARGs as vehicles for promoting information literacy and participatory culture for adolescents (13-17 years old). Two ARG design scenarios, distinguished by target learning environment (formal and informal context) and target audience (adolescents), comprise the two cases that I examine. Through my analysis of these two design cases, I articulate several unique challenges faced by designers who create interactive, transmedia stories for – and with – youth. Drawing from these design challenges, I derive a repertoire of design strategies that future designers and researchers may use to create and implement ARGs for teens in learning contexts. In particular, I propose a narrative design framework that allows for the categorization of ARGs as storytelling constructs that lie along a continuum of participation and interaction. The framework can serve as an analytic tool for researchers and a guide for designers. In addition, I establish a framework of social roles that designers may employ to craft transmedia narratives before live launch and to promote and scaffold player participation after play begins. Overall, the contributions of my study include theoretical insights that may advance our understanding of narrative design and analysis as well as more practical design implications for designers and practitioners seeking to incorporate transmedia features into learning experiences that target youth.
Conference Paper
In this paper we argue that games and play research in the field of Human-Computer Interaction can usefully be understood as existing within 4 distinct research paradigms. We provide our rationale for developing these paradigms and discuss their significance in the context of the inaugural CHI Play conference.
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Thesis
The main objective of this thesis is to enrich computer science education by studying two gameful teaching interventions: 1) achievement badges and 2) alternate reality games. Gamification is the use of game design elements in non-game contexts, and achievement badges are one commonly used gamification method that can be used to provide optional challenges for students. We studied the use of achievement badges in a Data Structures and Algorithms course and found out that badges can be used to steer students' behavior even if they are not tied to tangible rewards such as course grades. Specifically, students used more time in the online learning environment, had more sessions in the system, and spent more time between exercise submissions when the badges were used. Furthermore, we found out that students' attitudes towards the badges varied. We also studied the use of badges in relation to achievement goal orientations that characterize students' preferences to different goals and outcomes. We found out that students who had high avoidance orientation were less motivated by the badges than other students. On the other hand, students who were the most motivated by the badges had higher mastery-intrinsic, mastery-extrinsic, and performance-approach orientations, and lower avoidance orientation. Furthermore, we compared the badge intervention with the use of heatmaps that provided feedback on one's behavior in a non-gameful way. An interest towards the badges correlated with mastery-extrinsic and performance-approach, whereas interest towards the heatmaps correlated with mastery-extrinsic and performance-avoidance orientations. Alternate Reality Games (ARG), are games that blur the line between reality and fiction and typically they involve puzzles and an interactive narrative. We explored the use of ARGs for teaching computer science by organizing an ARG covering a wide range of computer science concepts. In the feedback collected after the game, participants reported learning several computer science concepts during the game. We also evaluated how authenticity, intrinsic motivation, and replayability were taken into account in the game design. Furthermore, we present an example of an educational ARG that was not part of any official curriculum and relied on voluntary participation. Based on the results, alternate reality games seem like a promising approach to be used in computer science education. In addition to evaluating the two approaches, we provide support for applying them in education by describing the implementation of our badge systems and introducing a method for producing automatically assessed programming tasks that are suitable for ARGs.
Chapter
This article investigates the relations between the narratological concept of transfictionality and the trendy phenomenon of transmedial storytelling. Made popular as a concept by Henry Jenkins (2006), transmedial storytelling is the creation of a storyworld through multiple documents belonging to various media. The three fundamental operations of transfictionality-expansion, modification, and transposition-are investigated in terms of their potential for transmedial storytelling. After an analysis of the variety of documents that make up the storyworld of Alpha 0.7 (Südwestrundfunk 2010), a German transmedial story system that comprises a TV miniseries, radio plays, fictional web pages, and links to nonfictional texts created independently of the project, the article asks under which conditions an alternate reality game (ARG) could be added to the system without spoiling the experience of those people who limit their exploration of the storyworld to watching the TV show. In turn, the last section asks what kind of stories lend themselves to transmedial projects and why such projects are currently popular.
Article
An alternate reality game (ARG) is sometimes called a pervasive game or transmedia storytelling. Regardless of what you call it at its core is a game driven by a story with players performing activities that mirror real life, making ARGs a perfect fit for scenario-based learning.
Article
This paper discusses the experiences of the three authors during their alternate reality game (ARG) session at the 2010 Digital Media and Learning Conference. Taking the conference theme "Diversifying Participation" literally, the aim of this ARG event was to advance conference learning to a new level of involvement by employing a problem-solving and experiential method of presenting. Our intent was for attendees to collectively experience how participatory digital media learning works. Within the context of the ARG, we transformed the traditional conference room setting into an immersive ludic environment closely corresponding to the social media preferences of today's youth [4, 5, 6, 9]. We argue that ARGs exhibit pedagogically desirable qualities that are ideally suitable for learning purposes, even though their dynamic and unpredictable aesthetics require specific preparation beforehand and intense follow-up thereafter. In planning an ARG for the novel and unexpected context of an academic conference, our team engaged in a learning process that touches upon the biases inherent within the juxtaposition of play and academia [1, 12, 14]. We critically examine these experiences using a self-reflexive method and offer specific guidance for employing ARGs in diverse contexts for educative purposes.