DocumentCode
2004410
Title
Narrative paradox and the design of alternate reality games (ARGs) and blogs
Author
Gouveia, Patrícia
Author_Institution
Univ. Lusofona de Humanidades e Tecnol. (ULHT), Lisbon, Portugal
fYear
2009
fDate
25-28 Aug. 2009
Firstpage
231
Lastpage
238
Abstract
This article explores the narrative paradox and how we can design interactive fictions where actions and narrations can contribute for a more meaningful experience within an interactive setting. In this paper we argue that pervasive and alternate reality games (ARGs) and blogs, where participants can cooperate and compete in the real application of tactics and strategies as they play the game online and offline, can contribute to create a more engaging environment where players are able to build their own stories. Player made content and hyperfiction are useful tools to better understand alternate reality games and blogs. The analysis of playable fiction can contribute to recombine action and narration in digital ecologies and we may consider that implosive stories, in which everything happens simultaneously, present in digital spaces allow us to better understand the problem of interactive environments that use mixed technologies. We consider that ARGs are inclusive spaces where gamers can learn how to deal with different media, different communities and different genders. In this mix media spaces gamers can play with action and narrative in order to design their own fictions and stories in real time. In this article we consider some ARGs, I´m Trying to Believe, I Love Bees, Uncle Roy All Around You, among others, in order to argue that this persistent games can be useful to better understand the narrative paradox.
Keywords
computer games; virtual reality; alternate reality game; blogs; hyperfiction; interactive fiction; narrative paradox; pervasive game; Art; Blogs; Cultural differences; Cybernetics; Environmental economics; Environmental factors; Industrial relations; Linearity; Space technology; Toy industry; Pervasive games; cross media narratives and alternate reality games (ARGs); playable media;
fLanguage
English
Publisher
ieee
Conference_Titel
Games Innovations Conference, 2009. ICE-GIC 2009. International IEEE Consumer Electronics Society's
Conference_Location
London
Print_ISBN
978-1-4244-4459-5
Electronic_ISBN
978-1-4244-4460-1
Type
conf
DOI
10.1109/ICEGIC.2009.5293585
Filename
5293585
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