Category: Info (Page 5 of 16)

Open Source Convention Planning: ARGFest 2011 General Meeting This Sunday

Every year, alternate reality game developers and players assemble at ARGFest to talk shop, discuss recent innovations in the field, and find exciting new locations to discuss future plans while partaking of drinks sporting umbrellas. This year, ARGFest’s planning committee is aiming for transparency throughout the process, and will be holding a General Meeting this Sunday, October 10, online at 1PM EST.

ARGFest has pulled off some impressive activities since its humble beginnings in Las Vegas. At ARGFest 2008 in Boston, attendees watched The Dark Knight alongside creators of the film’s viral experience, took part in The Lost Sport as part of an alternate reality game for the Olympics, and witnessed a bodybuilder clad only in a banana hammock flex for the crowd. The following year in Portland, attendees donned cardboard and tinfoil robot costumes for an invigorating round of Robot Speed Dating, experienced the premiere of the 10-minute alternate reality game Mime Academy, and learned of the early days of the genre at the feet of Jordan Weisman.  This past summer in Atlanta, the Transmedia Artist Guild officially announced its formation, Jim Babb trained attendees in the delicate art of sockpuppetcraft, and Ian Pottmeyer led a rousing game of No Talent Required, a quickfire artistic showdown.

Clearly, ARGFest has a strong history of bringing together strong panelists and engaging events, but according to Unfiction creator Sean Stacey, it’s “the impromptu discussions between sessions and events that make ARGFest all double rainbows and shit.  It’s a good place for ARG and transmedia enthusiasts of all stripes to get together and concoct crazy ideas, such as she-crab.” Based on anecdotal evidence, a number of alternate reality games and partnerships have spawned out of casual conversations in hotel rooms and hallways across the country.

Creating the perfect world for ARGFest’s fruity bounty is a daunting task for the ARGFest staff, and they need your help to make ARGFest 2011 more delicious than the cocktails at a tiki bar. Think you have an idea for a great location, panel, or event? Interested in adding your voice to the discussion on how to make ARGFest 2011 a resounding success? Log on to IRC on Sunday at 1PM EST to join the conversation.  The discussion will take place in the #argfest channel on chat-solutions. If you’re less accustomed to IRC, you can get there by clicking on ARGNet’s chat link, selecting a username, and then typing /join #argfest.

How to Build Legends Out of Stories

During the Netherlands Film Festival the brand new transmedia event From Story to Legend was held in Utrecht as an initiative of both the Dutch Organisation for Professionals in the Movie and TV Industry (NBF) and the transmedia agency Dondersteen Media. The goal of FSTL was to introduce professionals in the TV/movie industry to transmedia and the opportunities and possibilities it has to offer by having several experts who have earned their stripes in the field speak on the subject. And ARGNet was there to report!

What follows below is a recap of the four presentations that were held by the panel of international experts, after which everyone who attended got a chance to join the experts for Q&A in several round table sessions.

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From Story to Legend Initiative Brings Together Transmedia Talent

Do you know what distinguishes a legend from a mere story? A legend is a story  that is carried by its audience, often gaining some of the audience’s own perspective. This definition resonates with the working definition for transmedia storytelling.

To discuss and expand on this topic, several parties in the Dutch professional film industry have teamed up to organize From Story to Legend,  an initiative to get leaders in the transmedia realm together to talk about their experiences in creating stories and worlds and share these experiences with professionals in the field of traditional media.

On September 27, during the Netherlands Film Festival, prominent speakers will share their thoughts and experiences. Their combined input will be turned into a masterclass on transmedia and film, which, apart from professionals in the film industry, will also be open to students in the relevant field.

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Interview with Mystery Guest 2010 Creator Heather Owings

Mystery Guest logoThis August, the Finksburg Library in Carroll County, Maryland, finished up Mystery Guest 2010, its second alternate reality game to encourage summer reading for middle-schoolers and high-schoolers in the area. Linked with the summer reading program, players earned Library Bucks to use at the Auction Wrap-Up Party where there were prizes like a hockey puck signed by Washington Capitals right-winger Mike Knuble or tickets to Geppi’s Entertainment Museum in Baltimore, MD.

As reported previously on ARGNet in July, participants were challenged to identify (and deal with) the rather unpleasant Mystery Guest, a literary character that fell out of a book. The game played out mostly through the Mystery Guest 2010 blog, with 4 teen voluneers acting as main characters and liaisons, along with the Librarian to keep things in line. Just as the Mystery Guest was identified, however, he escaped from the library.

ARGNet had the opportunity to ask a few questions to the organizer for the library’s first alternate reality game, Find Chesia, and for Mystery Guest 2010, Library Associate II Heather Owings, about what it’s like to create ARGs for local teenagers.

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SCVNGR: Now Playing, Somewhere Near You!

A relative newcomer to smartphone location-based gaming, SCVNGR is taking the United States by storm and threatens to shake up the geo-location game market. Similar to games like Gowalla or Foursquare, players use their smartphones to check in at locations. Unlike anything else on the market, however, SCVNGR players are presented with location-specific “challenges” that they can complete to earn points.

SCVNGR tasks might be a riddle, a dare, a question, or more, and they are customized precisely for the location. For example, I checked in to my nearby police precinct (No, I was not in handcuffs), and, in addition to the usual “Say something here” functionality common to the other geo-location smartphone games, SCVNGR offered me a few tasks related to law enforcement. It asked me what my favorite constitutional amendment was (Duh, the Fifth!), and in “The Swords & Scales” challenge I was asked to pose as Lady Justice and upload the picture. (Hm, yes well, the zip ties were a problem.)

Originally SCVNGR focused on larger institutions, launching with games created by the US Army and Princeton University. Now, a year after launching, SCVNGR boasts an impressive partner list of over 600 institutions, including universities, museums, and retail stores. SCVNGR is not just a forward-facing game, it is also a development platform, allowing institutions to purchase a number of challenges to customize and then providing them with a web-based application to create challenges. This means that third-party adventure creators and team-building event consultants, like Scaventures, can also tie themselves into the incredibly accessible platform.

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Gentrification: The Game! Comes to Toronto Next Week

Image by Alex Raynes-Goldie

On July 25, Atmosphere Industries will bring Gentrification: The Game! to life at the Pedestrian Sundays event at the Kensington Market in Toronto, Canada. This critically acclaimed public space game has already been hosted in New York and at the Hide & Seek Festival in London and has won multiple awards, including Best in Fest and Best Use of Technology at this summer’s 2010 Come Out and Play in Brooklyn, New York.

Gentrification: The Game! will give participants the chance to explore their cities and think about issues of urban renewal, local politics, and urban growth. According to their press release, players will be divided into teams of real estate developers and local residents, as they:

fight to collect real-life properties, build chain coffee shops, form BIAs, and bend the neighbourhood to their will. They’ll craft slick advertising campaigns, deliver impassioned speeches, and probably run around a bit. One part real-world Monopoly, one part public-space hacking, and one part pure spectacle, Gentrification helps players and the public think about and enjoy their public space in a new and unexpected way.

Play takes place in rounds, providing each side with different tactics such as “Slightly Creepy But Wise Neighbourhood Guy Gives Impassioned, Poetic Speech” for local residents or my favorite, “Hired Goons” (for developers, of course). Progress during gameplay is monitored both through use of sidewalk chalk and a mobile app. An article in the Toronto Star gives an interesting perspective about why the Kensington Market neighborhood is the right fit for Gentrification: The Game!

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