Student ARG in Play Testing
“Are You Ready For the Real World”
by Jess Dudas, Caden Adam,    Jan Michael Salaza, and Olivia Merideth. 
I witnessed the players having a great deal of fun.
The game play started quite innocently, until the players found the first zombified student in the local supermarket. To get instructions the zombies were all tagged with QR Codes… from there it got more and more humiliating… in order to ‘awaken’ the lost souls they players had to perform all kinds of ‘interactive’ tasks… like feeding them from cans, dancing for them and disturbing public places in all kinds of manner.
But there was a serious side to the design exercise:
As the design group stated in their documentation, the aims of the project were to:
- To prompt players to let go of their self consciousness and enjoy themselves
- To become more comfortable around peers
- To prompt players to step out of their comfort zone
- Experiment with new ways to interact with existing tools
- Reveal the power of narrative as a device for transforming people’s identity and interactions within a familiar place
- Collaborate with others to create an exceptionally detailed alternate reality that results in a high level of realism
- Create an ARG with an engaging story that invites players to interact with the alternate reality that the ARG sets.
The Plot
Group of disgruntled tutors and lectures have decided to start kidnapping lazy students and hypnotising them , creating a small army of intellectual zombie’s that feed of information and studying, these zombie’s are fellow students and as the game player your mission is to round up three missing zombies and break them from their hypnosis spell ,by doing the fun things in life, custom dress ups in public , karaoke in the library and of course the final and greatest event that will break the hypnosis for good…”
The Educators 
A group of disgruntled QUT University lecturers and Tutors have come together with their mutual hate for the stereotypical lazy university study as well as their determination to see this change. Using hypnosis/brainwashing they are kidnapping troublesome students then ‘re-educating’ the students , after returning them back to their daily lives. Student under hypnosis are now fully and solely focused on study and information and doing assignments and required readings- Nothing fun or even remotely entertaining.
The Rebellion 
A group of Kelvin Grove university students that have started noticing some strange things happening lately as well as seeing many friends disappearing . They’ve taken it upon themselves to find out what exactly is going on with their fellow students. They are recruiting YOU to help them uncover the mystery and save their friends from impending intellectual doom!!

Student ARG in Play Testing

“Are You Ready For the Real World”

by Jess Dudas, Caden Adam,  Jan Michael Salaza, and Olivia Merideth.

I witnessed the players having a great deal of fun.

The game play started quite innocently, until the players found the first zombified student in the local supermarket. To get instructions the zombies were all tagged with QR Codes… from there it got more and more humiliating… in order to ‘awaken’ the lost souls they players had to perform all kinds of ‘interactive’ tasks… like feeding them from cans, dancing for them and disturbing public places in all kinds of manner.

But there was a serious side to the design exercise:

As the design group stated in their documentation, the aims of the project were to:

- To prompt players to let go of their self consciousness and enjoy themselves

- To become more comfortable around peers

- To prompt players to step out of their comfort zone

- Experiment with new ways to interact with existing tools

- Reveal the power of narrative as a device for transforming people’s identity and interactions within a familiar place

- Collaborate with others to create an exceptionally detailed alternate reality that results in a high level of realism

- Create an ARG with an engaging story that invites players to interact with the alternate reality that the ARG sets.

The Plot

Group of disgruntled tutors and lectures have decided to start kidnapping lazy students and hypnotising them , creating a small army of intellectual zombie’s that feed of information and studying, these zombie’s are fellow students and as the game player your mission is to round up three missing zombies and break them from their hypnosis spell ,by doing the fun things in life, custom dress ups in public , karaoke in the library and of course the final and greatest event that will break the hypnosis for good…”

The Educators

A group of disgruntled QUT University lecturers and Tutors have come together with their mutual hate for the stereotypical lazy university study as well as their determination to see this change. Using hypnosis/brainwashing they are kidnapping troublesome students then ‘re-educating’ the students , after returning them back to their daily lives. Student under hypnosis are now fully and solely focused on study and information and doing assignments and required readings- Nothing fun or even remotely entertaining.

The Rebellion

A group of Kelvin Grove university students that have started noticing some strange things happening lately as well as seeing many friends disappearing . They’ve taken it upon themselves to find out what exactly is going on with their fellow students. They are recruiting YOU to help them uncover the mystery and save their friends from impending intellectual doom!!

Students Reflecting on the Future of ARGs

ARG Futures by Caden Adam

Important Aspects in ARG Design and Deployment:

ARG Design and Deployment offer are the most valuable and important aspects for an ARG. For the Design, the aspects would include the look and style of the layout and overall game. From the interfaces used for the devices in game, to what the game looks like out in the real world and in the virtual world. Keeping a strong consistency between them blending the two reality and makes the game more realistic for the players.

Atmosphere is created in the real world to enhance the game-play, whether it be; serious and dark and on a countdown and time limit, or light-hearted and fun. It is a required aspect for game-play for it to be successful. However it’s not all just about design that would make an ARG, the deployment of the game is also crucial. Deployment of tasks, clues, items and other things, is a crucial point and can make or break an ARG. The team has to develop a balance between giving tasks and clues, if the clues are too hard and to many while the tasks are too easy and far between clues. It’ll render the game useless and the players would get annoyed however you can’t make it all easy and have a tonne of them which makes the game to slow and under stimulating. The key to this is, dumb it down (A LOT) The team that developed the game is so used to the ideas, designs, game-play and story, they forget that the players have no clue what is going to happen. A lot of the games get dragged down because it becomes too complex and tough for the players to understand or complete.

Response on the field and future of ARGs:

ARGs will grow continuously into a fun way of doing events, in a small or large scale. Whether it’s casual, a community project, for an event or marketing used by corporate companies, ARGs will expand into something everyone has heard of and at least played once. I think it’ll evolve into something big and companies would use it as a creative instrument for their marketing in the future.

What opportunities would ARGs hold in the future:

Opportunities given to ARGs in the future would both be that of social skills and problem solving to prizes given or a way to create jobs or attract people to various companies and campaigns. Opportunities like creating an ARG for a new product, is that it not only showcases the company but also the product and create a “buzz” for it to make sales. This can be more effective if the sole campaign is focused on the ARG. Opportunities given on a personal level helps develop skills from team work, problem solving to social skills.

Limitations on ARGs:

Even though eventually ARGs will become successful, limitations on ARGs would come down to the scale of the ARGs, the players on participation, and Design and Deployment of the game itself. The scale could become too big and just too hard to play, or to small and complex. If the game is becoming too hard, players will give up and become bored, this can also be said if it is too easy. There is also a focus on the design and deployment of this game that, if done correctly can positively impact the success of the game itself.

Learning potentials in ARG Design:

People should pool inspiration, concepts and ideas from other ARG Designs to learn how to create potentially successful Designs to implement into their own ARG. Without drawing any inspirations or ideas, the person’s ARG could struggle and fail to bridge the virtual and real world game-play gap. This would critically damage the integrity and overall performance of the game itself. It is potential that people draw on inspirations for their games in order to make it successful. Especially if the team doesn’t have a full grasp of Designs and issues that could occur with the game, without knowing until the game is play-tested.

A Keen ARG Team
A group of 4 12 year old friends play our ARGs at the Edge and the State Library of Queensland.
The ARGs they are playing were made by 4 groups of ARG workshop participants who desinged these games over only 4 evening seesion!!!
These sessions

A Keen ARG Team

A group of 4 12 year old friends play our ARGs at the Edge and the State Library of Queensland.

The ARGs they are playing were made by 4 groups of ARG workshop participants who desinged these games over only 4 evening seesion!!!

These sessions

ARG Workshops and Game Hosting at the QLD Edge
@zefcan reports on his experience doing an ARG project with us at The Edge: http://edgeqld.org.au/programs/games-body-and-console/
Now we’re working on an Epic Zombie ARG!?!
Stay Tuned for the details of the up-and-coming 36 hour Zombie Apocalypse ARG!!!!

ARG Workshops and Game Hosting at the QLD Edge

@zefcan reports on his experience doing an ARG project with us at The Edge: http://edgeqld.org.au/programs/games-body-and-console/

Now we’re working on an Epic Zombie ARG!?!

Stay Tuned for the details of the up-and-coming 36 hour Zombie Apocalypse ARG!!!!

"… we have learned the power of transmedia to create uniquely engaging and immersive experiences and to change the way all media can be used."

— Aiden Carvell. Student ARG Designer.

The Alchemy ARG

Students document their concept and ARG path.

(Source: youtu.be)

Jeffersons Secret. Student ARG Project. The Final Node!

This video is of 2 students playtesting another group of students’ ARG in and around the QUT CIP campus.

This video is of the ARG players finding a hidden clue in a staff meeting room… for the players to gain access, the group arranged a secret code to be spoken to the receptionist who then ‘swiped’ them into the staff area… in the meeting room was a briefcase left by an ARG character… inside is a bunch of fake files with exclusive ARG info and a mobile phone that starts ringing… the anonymous mobile caller instructs them back to the reception where they witness the ARG charcater being violently arrested by another ARG character… HILARIOUS!!!

This ARG provided a lot of thrilling moments where students had the opportunity to disrupt and subvert a normally rigid university environment.

(Source: youtu.be)

Jeffersons Secret. Student ARG Project. The CIP Game Node

This video is of 2 students playtesting another group of students’ ARG in and around the QUT CIP campus. This video is of the players finding a hidden clue.


This ARG was really fun to observe… and clearly well planned with both an engaging narrative and complelling interactions (digital and physical).

(Source: youtu.be)

"I had a lot of fun playing the other teams game, as well as hosting our game event, it made the work we had done over the semester feel worth it."

Vanessa Grixti

(Source: intinfodesign)

spoony-bard:

Anyways, I had a lot of fun with this assessment, which is saying something since I’m not usually one for group projects. But we all worked exceptionallynwell together, the tasks were split up…