| Participation, collaboration and spectatorship in an alternate reality game |
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OZCHI; Vol. 287
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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
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Downloads (6 Weeks): 10, Downloads (12 Months): 55, Citation Count: 0
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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.
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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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