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

Jaakko Stenros, Jussi Holopainen, Annika Waern, Markus Montola, Elina Ollila

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

    9 Citations (Scopus)

    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.

    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
    Country/TerritoryNetherlands
    CityUtrecht
    Period14/09/1117/09/11

    Keywords

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

    ASJC Scopus subject areas

    • Computer Graphics and Computer-Aided Design
    • Human-Computer Interaction
    • Software

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