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Participation, collaboration and spectatorship in an alternate reality game
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Source
OZCHI; Vol. 287 archive
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat table of contents
Cairns, Australia
SESSION: Playing across boundaries table of contents
Pages 130-139  
Year of Publication: 2008
ISBN:0-9803063-4-5
Authors
Kenton O'Hara  CSIRO ICT Centre, Sydney, Australia
Hazel Grian  Licorice Film, Bristol, UK
John Williams  Licorice Film, Bristol, UK
Publisher
ACM  New York, NY, USA
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ABSTRACT

In this paper we present a study of an Alternate Reality Game (ARG) called MeiGeist -- a cross media game in which narrative elements of a story presented to players across a whole range of on-line and offline media and through which players can interact with in-game characters and events. The study looked at player progress over the eight weeks the game took to play, following their behaviours through the on-line forums, chat rooms and in-game logging of player interactions. The paper explores aspects of collective participation among players, the motivations underlying such participation and the factors that shape these contributions such as timescale of the game. It discusses too, how the narrative is produced and progressed through collective player interactions and how the experience is created through a collaborative suspension of disbelief. Different aspects of participation are also considered, in particular how a more passive spectatorship is an important experience for many players of the game. Finally the game considers how the ideal of a collective ethos among players is sometimes challenged during game play and the efforts necessary to repair this.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Benford, S., Flintham, M., Drozd, A., Anastasi, R., Rowland, D., Tandavanitj, N., Adams, M., Row Farr, J., Oldroyd, A. and Sutton, J. (2004): Uncle Roy all around you: implicating the city in a location-based performance. In Proceedings of ACE 2004, ACM conference on Advanced Computer Entertainment, Singapore, ACM Press.
 
2
Martin, A., Thompson, B. and Chatfield, T. (2006) IGDA Alternate Reality Games White Paper. http://www.igda.org/arg/resources/IGDA-AlternateRealityGames-Whitepaper-2006.pdf
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Jenkins, H. (2006) Convergence Culture: Where Old and New Media Collide. New York: NYU Press.
 
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Levy, P. (1997) Collective Intelligence. Trans. Robert Bononno. Cambridge: Perseus.
 
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McGonical, J. "This Is Not a Game: Immersive Aesthetics & Collective Play." Digital Arts & Culture 2003 Conference Proceedings. May 2003.
 
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McGonical, J. (2003) "A Real Little Game: The Performance of Belief in Pervasive Play." Digital Games Research Associaton (DiGRA) "Level Up" Conference Proceedings. November 2003.
 
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McGonical, J. (2008) "Why I Love Bees: A Case Study in Collective Intelligence Gaming.". In Salen, K. (Ed) Ecologies of Play.
 
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Nonnecke, B., & Preece, J. (2001). Why lurkers lurk. Paper presented at the Americas Conference on Information Systems, Boston.
 
10
Szulborski, D. (2005) This Is Not A Game: A Guide to Alternate Reality Gaming. Lulu.com

Collaborative Colleagues:
Kenton O'Hara: colleagues
Hazel Grian: colleagues
John Williams: colleagues