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Narrative friction in Alternate Reality Games: Design insights from conspiracy for good

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Details

Original languageEnglish
Title of host publicationProceedings of DiGRA 2011 Conference: Think Design Play
Publication statusPublished - 2011
Publication typeA4 Article in a conference publication
Event5th International Conference on Digital Research Association: Think Design Play, DiGRA 2011 - Utrecht, Netherlands
Duration: 14 Sep 201117 Sep 2011

Conference

Conference5th International Conference on Digital Research Association: Think Design Play, DiGRA 2011
CountryNetherlands
CityUtrecht
Period14/09/1117/09/11

Abstract

Alternate Reality Games (ARG) tend to have story-driven game structures. Hence, it is useful to investigate how player activities interact with the often pre-scripted storyline in this genre. In this article, we report on a study of a particular ARG production, Conspiracy For Good (CFG), which was at the same time emphasising the role of strong storytelling, and active on-site participation by players. We uncover multiple levels of friction between the story content and the mode of play of live participants, but also between live and online participation. Based on the observations from the production, we present design recommendations for future productions with similar goals.

Keywords

  • ARG, Design, Gameplay, Games, Larp, Narrative, Pervasive, Transmedia