Alternate reality games (ARG) as innovative digital information sources

Date19 September 2016
Published date19 September 2016
DOIhttps://doi.org/10.1108/LHT-02-2016-0018
Pages433-453
AuthorKoos de Beer,Theo Bothma
Subject MatterLibrary & information science,Librarianship/library management,Library technology,Information behaviour & retrieval,Information user studies,Metadata,Information & knowledge management,Information & communications technology,Internet
Alternate reality games
(ARG) as innovative digital
information sources
Koos de Beer and Theo Bothma
Department of Information Science, University of Pretoria,
Pretoria, South Africa
Abstract
Purpose The purpose of this paper is to present the gathering, integration and analysis of digital
information sources for the creation of a conceptual framework for alternate reality games (ARGs).
ARGs hold potential for libraries, education, healthcare and many other sectors.
Design/methodology/approach Case studies were performed on three previously played ARGs to
create case reports. The various digital information sources for each game, sourced from multiple
media, are compiled into a chronologically ordered game narrative which formed the case reports. The
focus of the paper is on the analysis of the case reports using constant comparative analysis to identify
categories and subcategories. Relationships are established, based on each game, between the
categories and subcategories to inform the creation of game diagrams. The game diagrams are then
combined to create a conceptual framework that describes the functioning and components of an ARG.
Findings The conceptual framework effectively described the types of information found within an
ARG as well as how these different categories of information interact and link to one another. The
framework also provides an abstract description of the components of ARGs, namely narrative, game
actions and community.
Originality/value The conceptual framework produced by the analysis enables an understanding
of ARGs and how they are played and designed. Insight into how to analyse ARGs based on the
information generated for the play of the game by both the players and the game designers is gained.
Where other studies have provided insight into the phenomena of ARGs, this study focuses on
constructing a conceptual framework of ARGs using the information generated by the game.
Keywords Conceptual framework, Multiple case studies, Alternate reality games,
Constant comparative analysis, Digital information sources, Game design theory
Paper type Research paper
Introduction
Alternate reality games (ARGs) are complex narrative driven transmedia games that
require deep player engagement. The games rely heavily on player participation and
thus produce player-created content. The game content (created by the game creators)
and player-created content (created while the game is played) form the digital
information sources for the play of the game.
The paper presents first the type of information sources found when analysing
ARGs. The sources generated by the games are various and spread over multiple
media. The information was also generated by different people, from players of the
game to the creators of the game. The paper then shows how the information was
compiled to form a complete narrative whole that is chronologically correct. An in
depth analysis of this complete narrative is then done to establish the type of
phenomena found within the game (through categorisation) and how the phenomena
relate to one another (through creating diagrams). Finally the diagrams are compiled
into game summary diagrams which are abstraction of the individual games. The
summary diagrams then informs the creation of a conceptual framework for ARGs.
Library Hi Tech
Vol. 34 No. 3, 2016
pp. 433-453
©Emerald Group Publis hing Limited
0737-8831
DOI 10.1108/LHT-02-2016-0018
The current issue and full text archive of this journal is available on Emerald Insight at:
www.emeraldinsight.com/0737-8831.htm
433
ARG as
innovative digital
information
sources
Background
Various authors have published about ARGs and how they work since their advent in
2001. To effectively analyse ARGs to develop a conceptual framework one mu st first
understand what ARGs are from the existing literature. A theoretical framework will
help inform the analysis of case studies done on specific games and provide a solid
academic basis for the conceptual framework.
Characteristics of ARGs
ARGs is a genre of games that has grown beyond the boundaries of entertainment. The
nature of ARGs is so rapidly changing that it is very difficult to give a single definition
as it will limit the understanding of the individual games. It is thus rather more
effective to provide certain characteristics found in ARGs and discuss them.
First and foremost, ARGs are games. They are played by players and they are
enjoyed for entertainment purposes. The player is never forced to participate in the
activities of the game and do so purely for entertainment. Aside from being a game,
ARGs has very specific characteristics.
ARGs make extensive use of collective intelligence (Kim et al., 2009; McGonigal,
2003a). The players are required to embark on collective problem solving (Bono and
Breeze, 2008; Bonsignore et al., 2012; Hakulinen, 2013; Kim et al., 2009; Örnebring, 2007)
and are sometimes referred to as the collective detective (Unfiction Inc., 2002). Part of
the collective intelligence is the fact that players will have different and overlapping
literacies, all required to solve the problems the game presents.
Leveraging the collective detective, the players need to engage in collective play
(Gurzick et al., 2011; Hakulinen, 2013; Kim et al., 2009; McGonigal, 2003a) and in that
way advance the game (Bonsignore et al., 2012; Dena, 2008). The act of the players to
uncover, collect, interpret and reassemble the game information is a collaborative task
(Hansen et al., 2013).
An ARG should be an immersive game (McGonigal, 2003a). Immersion entails that
the player is participating with the game and the space of the game on a deep level. The
player should be enthralled by everything the game presents to them.
Another key characteristic of ARGs is the use of multiple media (Martin et al., 2006).
The use of cross-media (Unfiction Inc., 2002) is one of the unique characteristics of
ARGs. ARGs use multimedia to a large extent (digital media) but also employ multiple
types of media (Hansen et al., 2013; Kim et al., 2008; McGonigal, 2003a, 2004). The usage
of real technologieslike e-mail, letters, packages and other physical media adds to the
effectivity of the integrated reality of the game (Bono and Breeze, 2008; Dena, 2008;
McGonigal, 2003a). The undefined communication media is also a strength of an ARG
as the players can decide what would be the best way to communicate. The community
can form naturally around specific communication technologies.
With the extensive use of multiple media as well as the requirement of a community
to employ their collective intelligence, collaboration is an obvious characteristic of
ARGs (Gurzick et al., 2011; Kim et al., 2009; McGonigal, 2003a; Unfiction Inc., 2002).
Players and the various player groups in the community must collaborate on all tasks
of a game for the game to move forward (Dena, 2008). Gameplay tasks can involve
solving puzzles, collecting information, disseminating the information, compiling new
information and hypothesis creation (Hakulinen, 2013; Hansen et al., 2013).
The narrative is an integral part of the ARG and is the driving force behind the
game. The players interact with the narrative and through their actions, compile the
distributed narrative and create their own content as well that forms part of the game
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