• 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