Month: November 2008 (Page 1 of 2)

Scholastic set to Shock its readers

Harris_TJF.jpgHot on the heels of the launch of the novel series The 39 Clues and its significant online experience aimed at young readers, Scholastic is working together with author M.G. Harris to create an extended experience for the second book in her series “The Joshua Files”, named ICE SHOCK.

“The Joshua Files” is a book series aimed at young readers 10+ years of age, much like 39 Clues. Harris’ first book, Invisible City, was released Feb 4, 2008 in the UK as the first book of this series. Harris drops hints about the upcoming novel and ARG in her website’s blog for her fans – she even asks if they’d rather hear more about Ice Shock‘s upcoming plot, or rumours about the alternate reality game. Harris and Scholastic plan to launch the ARG in March of 2009, and until then, she’ll be keeping her fans occupied and interested with teasers and contests.

At the time of this writing, Harris is running a contest for a bound proof of Ice Shock – using a code key, readers are challenged to find a hidden word in the content of Invisible City. Submit the word and register, and you may win. The contest, however, is only open to residents of the UK and Ireland.

Information about the ARG at this point is fairly hush-hush, but we know it’s coming. Stay tuned to her website for details if/when they’re released.

Invisible City: An ancient civilization is awakening. An ancient Maya prophecy is unfolding. One boy – Joshua – holds the key. When his archaeologist father goes missing in Mexico, Josh suspects alien abduction. But when he realises his dad was murdered, Josh is caught in a race to find the legendary ‘Ix Codex’ – a lost Mayan prophecy which predicts the end of the world.

Ice Shock: Josh is even more certain now that his father’s death was no accident – and he’s starting to wonder if he can really trust his closest allies. When he learns of a secret buried within the Ix Codex, he must journey back to the secret Mexican city of Ek Naab. Shocking news awaits him about the mysterious Bracelet of Itzamna. Did Josh’s dad really take it? And where is it now? Josh has no idea what’s waiting for him…

The ARG (source: mgharris.net): Readers, I have been SO busy with stuff (…) most of all working on the Alternate Reality Game we’re developing to co-launch with ICE SHOCK. That’s right, I said Alternate Reality Game – ARG! Conceptually, our game is a cross between Lonelygirl15 and The Beast. But! It’s a secret. So don’t tell, okay?

The secret’s out!

For more information about Harris and The Joshua Files, bookmark MGHarris.net, TheJoshuaFiles.com, or the fan community hub TheMGHarris.com. Keep a watch on this site as we get closer to the launch of Ice Shock and its ARG in March of 2009.

Putting a Halt to a Vast International Conspiracy

It’s not every day I get sent blood money, but today’s FedEx delivery contained that and a whole lot more. Included in the packet marked “evidence” was a USB drive with files of bank transfers and a recorded message, along with a map to “evidence drops” and some photos (pictures after the break). The evidence comes from an informant in Berlin, where it was recovered.

It all points to stoptheinternational.com, which is a promo site for the new movie The International starring Clive Owen. Owen is Chief Inspector Louis Salinger, tasked with tracking down evidence against The International Bank of Business and Credit, a large bank which appears to be a front for money laundering and other illegal shenanigans.

Entering the serial number for the $2 bill in the packet shows a trail that leads to guns in Africa, then shows the bill’s current location. Urp. It’s a nice touch even if it’s easy to explain. Exploring further reveals another site, www.theibbc.com, for the bank being investigated. Beyond some boring photos and a hard to read typeface, there doesn’t seem to be much there.

However, stoptheinternational.com promises some continuing interaction via weekly updates and live events. The informant who hid the recovered packet of info has secreted other stashes in New York, Los Angeles, London and Berlin. Inspector Salinger is recruiting agents to help him find these stashes and analyze their contents. The first event is November 19th in Los Angeles. Check out the “Find the Evidence” link for the map, complete with countdown clock!

We’ll hope for field reports from the LA agents after the event. In the meantime, enjoy the copious documentation provided on the IBBC and its activities.

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PICNIC ’08, part six: From Crowdsourcing to Collaborative Creation

argnetpicnic2008.jpgEditor’s Note: Daniël van Gool, an administrator at the Unfiction forums, was on the scene at PICNIC ’08 on behalf of ARGNet. We were impressed with Daniël’s work covering PICNIC ’07 and, as media partners of the annual cross-media festival, were invited to a number of special events in addition to the speaker sessions. This is the sixth and final part of Daniël’s comprehensive look at this year’s event in which he outlines the highlights of day three of PICNIC ’08. All pictures are courtesy of Daniël as well.

I arrived at PICNIC early on Friday the 26th. When I arrived, the main conference hall was mostly empty, but it was filled with the ambient noises one would expect at a picnic — crickets, a flowing creek, and the occasional buzzing fly. This is why I love PICNIC so much! The smell of fresh coffee slowly filled the building, even though PICNIC’s Espresso Factory was closed for the morning, and life was good.

The focus of day 3 of PICNIC ’08 was on the collaboration within the creative industry, which mean that there would be a ton of showcases by different entrepreneurs that are developing several innovative concepts that provide means for creativity and/or collaboration. Before this ‘parade’ of mostly very ingenious commercial concepts, Matt Costello gave a speech presenting his thoughts and ideas on creativity in games in a highly entertaining form. Costello is mostly known as a games-designer, having worked on The 7th Guest and Doom 3, and on several novels and games for TV (PBS, BCC, the SciFi channel). He introduced himself as somewhat of a cross media schizophrenic.

He started out by talking for a bit about the concept of Story, by telling a tale about a personal encounter with a shark that he had while diving. He then read a passage from a novel he co-wrote that used that personal experience to base the storyline upon and engaged the audience in a conversation about the differences.

He stated that the audience often knows something that the protagonist in a story doesn’t know, a point he illustrated by bringing two members of the audience on stage. His point was that a good story creates the illusion that something is going to happen, but then causes something else to happen, making the audience the surprised party instead of the protagonist. The unexpected and the unknown are two important factors in storytelling, interactivity and games.

Costello went on to demonstrate a lot of his other points by having members of the audience perform several tasks. Again, it is very hard to convey his points by merely describing what happened. During his address, I was chatting with people on IRC following along through PICNIC’s live feed, and I said the following:

<Gisk> yeah, Matt Costello is a fun guy
<Gisk> very good points he made about storytelling and gameplay
<Gisk> unfortunately, almost impossible to write up… you need to see his interaction with the audience and the creation of illusion to convey what he was talking about
<Gisk> which is exactly his point
<Gisk> so, figures 🙂

I guess this is the best summary I can give, so I’m afraid it’ll have to do.

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PICNIC ’08, part five: Virtual things in a virtual world are so passé!

argnetpicnic2008.jpgEditor’s Note: Daniël van Gool, an administrator at the Unfiction forums, was on the scene at PICNIC ’08 on behalf of ARGNet. We were impressed with Daniël’s work covering PICNIC ’07 and, as media partners of the annual cross-media festival, were invited to a number of special events in addition to the speaker sessions. This is the fifth part of Daniël’s comprehensive look at this year’s event, a continuation of his analysis of day two of the event. All pictures are courtesy of Daniël as well.

Another very interesting talk followed, titled Commercial Collaborations: Tools, Things and Toys by Michael Tchao from Nike. This talk expanded some more on the theme of connecting the physical and online worlds and even a little bit on data visualization by addressing one of Nike’s most successful ventures of the past years: Nike+.

In short, Nike was looking for a way to connect the physical activity of running to a digital community, creating a buzz around their brand by creating indispensable tools that connect consumers to each other and the Nike brand.

Looking at runners, there’s only a small group of people that is actually self-motivated. A lot of runners need motivation though, and this is where Nike+ proved to be a valuable addition to the concept of running: digital technology can now provide data, such as distance ran, pace, and calories burned.

Another trend is that music is growing rapidly as an important factor when it comes to running. Forty percent of people say they would not run without music and participation by people who run with music shifted from 25% to 75% in a few years time. Also, fifty percent of iPod owners say that they use their devices in some form or other for sports. This is why Nike teamed up with Apple to develop Nike+, which builds a digital set of information around the iPod functionality: a website that collects statistics and has you set goals for yourself. In short, it provides motivation.

Upon request from its users, a Challenge function was implemented, so people could challenge themselves or others to reach certain goals and keep track of progress. People have met through this community, challenging each other online, but also making friends in real life. The community has taken on the challenge ability to make very interesting challenges (for example, Europe vs Japan, Cat lovers vs. Dog Lovers, Simpsons fans vs. South Park fans, etc.)

Expansion of the community element is still going on: Nike launched a web store, which sold selected T-shirts, available only for people who reached a certain milestone — the 100 Mile Club, for example. Also, you can now create an avatar that you can plug into Facebook to communicate your running progress to your friend and that will motivate you to run if you didn’t.

All in all, Nike+ is a great example of a very successful way of using a community in a commercial setting, which should tell other companies something about possibilities.

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Dr. Jane McGonigal Featured in BusinessWeek’s “Innovation” Section

janemcgonigal.jpgBusinessWeek’s November 10th “Innovation” special report features none other than Dr. Jane McGonigal, the Institute for the Future‘s Director of Games Research and Development. Dr. McGonigal is known for her work on Microsoft’s Halo promotion, “I Love Bees”, the award-winning “World Without Oil” game, “Find the Lost Ring” and her current project, “Superstruct”. In her article, “Jane McGonigal’s Brave New Worlds”, BusinessWeek’s Innovation Department editor Reena Jana gives an overview of Superstruct and its goals, as well as insight into how information gathered through Superstruct’s scenarios will be used once the game is concluded.

In a short video embedded in the article, Dr. McGonigal answers five questions about Alternate Reality Games. The questions:

  • Can you define exactly what an ARG is?
  • Can you give more insight into the collaboration skills of “signal/noise management” and “multicapitalism”?
  • Are ARGs more affordable and more efficient than expensive digital graphics and virtual worlds?
  • How will “Superstruct” serve as a real-world tool for companies and individuals?
  • Are you still working on promotional games?

Always looking for ways to turn real-life tasks into games, Dr. McGonigal set her video camera to stop recording at the six minute mark in her attempt to answer all five questions in five minutes. At the end of her video, she asks viewers to give her feedback on the interview and help her earn level-up points for her personal gamer stats by visiting +1me.com.

An Interview with JC Hutchins: Personal Effects

jc_hutchins.jpgEditor’s note: this is a companion interview for the article we ran yesterday on Personal Effects: Dark Art, the new transmedia novel written by JC Hutchins and produced by Smith and Tinker. Mr. Hutchins was kind enough to answer a few questions posed by Michael Andersen, and the responses are below. Picture courtesy of CC Chapman on Flickr.

MA: You’ve developed a strong core following through your work with The Ministry of Propaganda over the years — how will we see them utilized through the Personal Effects ARG?

JH: Thanks for mentioning the Ministry of Propaganda! I love connecting with my audience using the MOP, and giving them street team-style missions to perform. They’re amazing, generous people who volunteer their time to help spread the word about my work.

When it comes to Personal Effects: Dark Art, I’m certain I’ll ask them to evangelize the book’s release, as well as some special — and at present, secret — promotional stuff we’re cooking up. As always, the hundreds of MOP “agents” will be on the front lines, firing people up for the project. I’m lucky to have so many cool people in my life.

MA: A lot of the clues will be found with the book and its contents: how much can we expect to see from Personal Effects before the novel’s print release this Summer? And what can you say about your experience working with Smith & Tinker (and St Martin’s Press)?

JH: There’s already some content connected to the Personal Effects universe out in the wild, and I think it’s awfully cool. While longtime ARG players are accustomed to some of the stuff we’ve already released — fiction that’s being updated in real-time, in sync to when Dark Art’s events take place — the Personal Effects experience is ultimately designed for newcomers. We were careful to craft a tale that adult readers would really enjoy, and motivate them to pursue the transmedia experience on their own, solo-style.

That’s not to say we won’t have a “base of operations” forum available for players, or that we don’t welcome dedicated fans of ARG storytelling — we will, and we absolutely do. But we all know that most ARGs require what I call “bunches of brains” … lots of players … to unlock puzzles and push the story forward. Dark Art is different in that we’re aiming to allure folks who’ve never heard the word “ARG” to participate in this awesome breed of storytelling.

Speaking personally, it’s sometimes hard to remember just how remarkable and unique transmedia storytelling is … and how high its barrier for entry can be. The Personal Effects series is built to resonate with the individual reader. We absolutely hope — and totally encourage — longtime ARGers to read, play and share their experiences with the community, but we wanted to make the Personal Effects narrative to be a welcoming one for newbies.

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