Publications (2)3.62 Total impact

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    ABSTRACT: New media allows previously passive consumers to tell and shape stories together. Yet most information is still disseminated in a top-down fashion, without taking advantage of the features enabled by new media. This paper presents five Alternate Reality Game (ARG) case studies which reveal common features and mechanisms used to attract and retain diverse players, to create task-focused communities and to solve problems collectively. Voluntary, collective problem solving is an intriguing phenomenon wherein disparate individuals work together asynchronously to solve problems together. ARGs also take advantage of the unique features of new media to craft stories that could not be told using other media. Copyright © 2009, Jeffrey Kim, Elan Lee, Timothy Thomas, and Caroline Dombrowski.
    No preview · Article · Jun 2009 · First Monday
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    ABSTRACT: Alternate reality games (ARG) represent a new genre of digital gaming designed to blur the distinction between a player's experience in the digital world inside the game and the real world outside the game. ARG's bring gamers together to collectively solve puzzles and advance a game's storyline. Two features of a successful ARG are a compelling storyline and a collaborative game play. ARG's are not designed to create a compelling experience through 3D graphics or simulated battles. They provide shared scenarios through which gamers interact and collaborate to construct an eventual ending to the story. ARG gamers enjoyment depends on the kind of shared experience they have with one another. An ARG sustains player interest by generating new content based on the constantly updated state of the game. The time dependent and interactive nature of ARG's make them like atrical productions, spontaneous, and responsive to the audience.
    Preview · Article · Feb 2008 · Communications of the ACM