Ingress

Google’s Android augmented reality MMORPG

Website: http://www.ingress.com/

Great trailer: http://youtu.be/92rYjlxqypM (screen image on the left)

Video demo of Ingress in action: http://youtu.be/nYJ4eE8hjyI (screen image on the right)

Since this is a Google project, it is available to citizens of many cities… including a number of portals here in Brisbane, Australia!

Ingress is centered around a war between two factions, the Enlightened and the Resistance, over what to do with a new energy discovered in the world. When you register you have to pick a side based solely on the brief descriptions given of the two sides in the game.  Jan 2013

Basically there are a number of game assets that only become available when you are in proximity to a ‘portal’ which is identified by GPS locations. So you must physically move through city spaces to play the Ingress game… and claim city spaces for your ‘side’.

A guide for new users: https://docs.google.com/document/d/1ZKt6bvgcsS4Bzve8k36FZNmAYrwt8QrSn-wztNpOkhU/edit

According to this review (Jan 15, 32013),the trailer may be a bit misleading as to how the player actually experiences the AR effects as they move through the streets with their android devices:

The biggest disappointment I had with Ingress is the lack of real augmented reality. There’s the in-game map showing where portals and energy are located, and when you hack most of the portals they have a photo attached to them and sometimes a blurb about the art or building they’re based around, but that’s it. The trailer made it look like there’d be cool portal graphics as overlays in the camera’s view, but that’s not in there.  http://www.geekosystem.com/google-ingress-review/

demirann:

Case Study 2: Breathe
Breathe was an ARG based in London set over a four week period, a multi- media murder mystery that is a mash- up of film, alternate reality gaming and Web 2.0. Players of Breathe watch four 15 minute shorts and try to help Detective John Franks solve the case. They need to work through a number of puzzles, infiltrating the underground club scene, locate the venue and save the next victim from running out of air. The creators of Breathe use blogs, YouTube, GPS, telephones, secret meetings, IM, auditions, Immersive role- play, cinema and music as interfaces and tools to communicate to players. 
Expanding Universe, the creators of Breathe, wished to build different, more realistic versions of the game in different cities to maximise scale and client base. They planned to set up the game play in a club scene with real people to take part in the story. They were taking away that online aspect of an ARG to bring the game to life even more.

demirann:

Case Study 2: Breathe

Breathe was an ARG based in London set over a four week period, a multi- media murder mystery that is a mash- up of film, alternate reality gaming and Web 2.0. Players of Breathe watch four 15 minute shorts and try to help Detective John Franks solve the case. They need to work through a number of puzzles, infiltrating the underground club scene, locate the venue and save the next victim from running out of air. The creators of Breathe use blogs, YouTube, GPS, telephones, secret meetings, IM, auditions, Immersive role- play, cinema and music as interfaces and tools to communicate to players. 

Expanding Universe, the creators of Breathe, wished to build different, more realistic versions of the game in different cities to maximise scale and client base. They planned to set up the game play in a club scene with real people to take part in the story. They were taking away that online aspect of an ARG to bring the game to life even more.

This year the MCN conference attendees are invited to experience these new developments through an on-site Alternate Reality Game (ARG) as a collaboration between conference coordinators and staff and local gaming experts. A companion half-day workshop on Wednesday will guide participants through the steps to create their own games, and the game will be played throughout the Conference.

http://www.mcn.edu/2011/mcn-alternate-reality-game

Also via GaryPHayes thx!

layersofreality:

Why so serious? | Case Study

A recap of The Dark Knight MARG. I’m sure you’ve all seen this in class, but if you haven’t, take a look!

kib102monday:

The Lost Ring - Global ARG for the Beijing Olympic Games.

(via kib102friday)

kib102monday:

Jane McGonigal - How to Make an Alternate Reality Game

(via kib102friday)

kib102monday:

What’s Wrong With Gregor Post? - Is this an ARG unfolding in Brisbane right now?

I found this postcard pinned to one of the pinboards at QUT today.  It seems to be a rabbit hole for an ARG/theater show.


After doing a google search for Gregor Post I found a couple of odd youtube videos, each revealing new things about Gregor and his global adventures.  The twitter account alludes to more information being posted soon. 

Where will it lead us to?  I have a feeling this ARG is an excuse to promote a short play that will be part of this year’s Brisbane Festival.

Case Study Example 1:
Ecxerpt from: Polson. D. (2011). Games in Place: Collaborative Interventions in Socio-spatial Practices. PhD Exegesis Draft. QUT: Australia
Close Encounters. Geocache Event. 
By Ulke and Herbst. 2002.

Perhaps, geocachers who stumble into this neighborhood will reflect on the ways in which their own communities reveal themselves. 
Ulke and Herbst 2002

By reviewing a map of the current geocaches in Las Angeles (see images above), artists Christina Ulke and Marc Herbst recognised a complete lack of activity in the South Central area. This statistic revealed certain demographics and characteristics of local players currently participating in geocaching as probably middle-class caucasians on trendy mountain bikes: ‘They look for terrains to be without conflicts. It is interesting that there are so few geocaches in the South of the 10. As much as it speaks of the fear of those living north of the 10, it also speaks of the cultural difference and questions of economic access by residents living South of the 10’ (Ulke & Herbs 2002). In response, Ulke and Herbst challenged geocachers by setting up a game that invited them to proactively step out from the typically safe urban environments into the charged terrain of racial politics by sending them into Leimert Park, a middle class African American neighbourhood. 
Case Study Analysis using my Model Presented in the Exegesis:

Game world: Leiment Park, South Central Las   Angeles.
Game play: Geocachers   were to complete a series of cache challenges posted on http://www.geocaching .com. Once they found a   cache clue, they were to email the answers to an anonymous address. For   example, the geocachers were instructed to find a wall mural and then ‘tell   us one of the quotes that are written on its top. FYI - it’s worth your while   to check out the nearby museum and talk to the docent. The whole   neighbourhood is amazing.’ The players were encouraged to post stories about   their experiences there, in particular their interactions with local   inhabitants as evidence of participation. 
Game rules: Find as many   caches as possible and report the finding via email. Participants were not to   post their answer on the website even if encrypted as people could use them   to cheat. 
Tools: Web site and hand held GPS   device.
Agents: Any person participating in this   geocache activity and the local participants that are approached on-site as   part of the experience
Nodes: Local   ‘cache’ positions in Leiment Park.
Impact: The   authors of this challenge intended for the geocache players to feel slightly   unsettled, and therefore, more aware of the terrain that they pass through.   The authors insured that the players did not only skim the surface of the   site, but encouraged them to engage with the place and people. Players, once   equipped with tools of play, were able to experience urban spaces not   normally traversed with a new sense of access and agency.  The premise of the game seemed to give the   players more affordances to enter a space they would not normally traverse   due to cultural differences and preconceptions.

Case Study Example 1:

Ecxerpt from: Polson. D. (2011). Games in Place: Collaborative Interventions in Socio-spatial Practices. PhD Exegesis Draft. QUT: Australia

Close Encounters. Geocache Event. 

By Ulke and Herbst. 2002.

Perhaps, geocachers who stumble into this neighborhood will reflect on the ways in which their own communities reveal themselves.

Ulke and Herbst 2002

By reviewing a map of the current geocaches in Las Angeles (see images above), artists Christina Ulke and Marc Herbst recognised a complete lack of activity in the South Central area. This statistic revealed certain demographics and characteristics of local players currently participating in geocaching as probably middle-class caucasians on trendy mountain bikes: ‘They look for terrains to be without conflicts. It is interesting that there are so few geocaches in the South of the 10. As much as it speaks of the fear of those living north of the 10, it also speaks of the cultural difference and questions of economic access by residents living South of the 10’ (Ulke & Herbs 2002). In response, Ulke and Herbst challenged geocachers by setting up a game that invited them to proactively step out from the typically safe urban environments into the charged terrain of racial politics by sending them into Leimert Park, a middle class African American neighbourhood.

Case Study Analysis using my Model Presented in the Exegesis:

Game world: Leiment Park, South Central Las Angeles.

Game play: Geocachers were to complete a series of cache challenges posted on http://www.geocaching .com. Once they found a cache clue, they were to email the answers to an anonymous address. For example, the geocachers were instructed to find a wall mural and then ‘tell us one of the quotes that are written on its top. FYI - it’s worth your while to check out the nearby museum and talk to the docent. The whole neighbourhood is amazing.’ The players were encouraged to post stories about their experiences there, in particular their interactions with local inhabitants as evidence of participation.

Game rules: Find as many caches as possible and report the finding via email. Participants were not to post their answer on the website even if encrypted as people could use them to cheat.

Tools: Web site and hand held GPS device.

Agents: Any person participating in this geocache activity and the local participants that are approached on-site as part of the experience

Nodes: Local ‘cache’ positions in Leiment Park.

Impact: The authors of this challenge intended for the geocache players to feel slightly unsettled, and therefore, more aware of the terrain that they pass through. The authors insured that the players did not only skim the surface of the site, but encouraged them to engage with the place and people. Players, once equipped with tools of play, were able to experience urban spaces not normally traversed with a new sense of access and agency.  The premise of the game seemed to give the players more affordances to enter a space they would not normally traverse due to cultural differences and preconceptions.

This paper is a good example of how to present and discuss your case studies.

Jeffrey Kim, Jonathan P. Allen, and Elan Lee, 2008. “Alternate reality gaming,” Communications of the ACM, volume 51, number 2, pp. 36–42.

Other good publication sources:
(remember to always checkout the references/bibliographies of each publication for more research material)

Jane McGonigal, 2008. “Saving the world through game design: Stories from the near future,” 2008 New Yorker Conference, at http://www.newyorker.com/online/video/conference/2008/mcgonigal

IGDA (International Game Developer’s Association), 2006. “2006 alternate reality games white paper,” at http://www.igda.org/arg/resources/IGDA-AlternateRealityGames-Whitepaper-2006.pdf

Storytelling in new media: The case of alternate reality games, 2001 http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/viewArticle/2484/2199

Conspiracy for Good.

desinformations:

http://www.wired.com/magazine/2010/08/conspiracy-for-good-a-recap-of-an-arg-by-the-creator-of-heroes/