Category: News (Page 40 of 183)

A Commentary on Jane McGonigal’s New Book, “Reality is Broken”

In 2008, Jane McGonigal delivered a rant at the Game Developer’s Conference entitled “Reality is Broken” that galvanized developers into tackling real-life problems. McGonigal has since refined her thesis through presentations delivered at venues ranging from South by Southwest to TED. She has also put her theories to practical use with alternate reality games and interactive experiences including The Lost Ring, Top Secret Dance Off, Cryptozoo, and Evoke. Jane has taught audiences how to do the Soulja Boy dance, snuck on stage for a Flynn Lives event, and used game mechanics to help recover from a concussion.

McGonigal’s new book, Reality is Broken: Why Games Make us Better and How they Can Change the World, hits bookstores on January 20th, and expands upon the central point of her presentations: reality is broken, because games do a better job of making us happy. Rather than attacking games as an escapist outlet for avoiding real-world troubles, why don’t we subvert those game mechanics to make the world a better place? The book draws upon a healthy mix of psychological research isolating specific tactics for induce happiness (“happiness hacks”) alongside practical examples of those tactics utilized in both traditional and “serious” game design. The net result? A list of fourteen “fixes” that can help readers improve their lives through play. The book did a superb job of outlining concrete examples of why we like games in the first place, and how we can transform that interest into something that will make our lives and the lives of others better. While reading through the book, I often found myself cheering along with the “epic wins” documented in the book, ready to proudly declare, “We can do this! We can make the world better, if only a little bit!” Reading this book about happiness feels good: don’t be surprised if you catch yourself grinning from ear to ear a few times each chapter.

The book is structured in three sections: the first delves into what makes us happy, the second embraces the notion of entering alternate realities, and the third addresses the challenges and potential embodied in massive collaborative projects. Each section could easily be a book in its own right, with the first section providing a game developer’s how-to guide that should be on every development team’s required reading list, explaining key concepts like flow and failure in easily digestible language. Another section addresses how massively collaborative projects like Wikipedia and Folding@Home use gaming elements to achieve “epic wins.”

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Sundance Film Festival is Ground Zero for Lance Weiler’s “Pandemic 1.0”

There is an empty lot in Scranton, Pennsylvania on Madison Avenue, located at 41.410806° North, 75.654259° West. Despite its wholly unremarkable appearance, the site may be ground zero for a pandemic that will consume the planet. To find out the truth, exercise this opportunity to make the trek to Park City, Utah, where Lance Weiler’s short film Pandemic 41.410806, -75.654259 will grace the silver screen for the first time on January 24th at the Sundance Film Festival. However, keep in mind that the nine-minute short film is only a small part of Pandemic 1.0, a “storyworld experience” playing out at the film festival from January 20th to 30th. Sundance has already released the Pandemic 41.410806, -75.654259 short film in its entirety online, which serves as an extended teaser trailer for the full fright-filled experience. After watching the video embedded below, read on to learn more about the context for this universe that is equal parts compelling and terrifying.

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The Elephant in the Room: Talking Transmedia at the eBook Summit in NYC

This week, I attended the eBook Summit, an event organized by Mediabistro, GalleyCat, and eBookNewser, here in New York City, aiming to usher in the “New Era of Publishing” with a program of experts through a one-day extravaganza of digital publishing. Although geared more toward professionals in the “traditional” book publishing industry, a few overarching transmedia, digital, and storytelling themes emerged from talks by excellent mix of speakers, from agents to publishers to app developers, including Jason Ashlock of the Movable Type Literary Group and NYU Journalism professor and contributor to Fast Company, Adam Penenberg.

I was particularly enthralled by media theorist Douglas Rushkoff’s talk, “Ten Commands for the Digital Age,” giving an overview of his latest book Program or Be Programmed. He discussed the generational shifts in how people relate to their technology, making the point that the younger generation of so-called “digital natives” are not necessarily jumping into the industry as producers. So what bearing would this have on the future of consumption? To bring in an important first call to action in his book: “In the emerging, highly programmed landscape ahead, you will either create the software or you will be the software. It’s really that simple: Program, or be programmed. Choose the former, and you gain access to the control panel of civilization.”

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Flynn Lives Reaches End of Line with Final Puzzles and Free Screenings

On December 8th, Flynn Lives treated players to a final live event as the alternate reality game promoting the upcoming release of Tron: Legacy came to a close. As the previously discovered Digital Pulse timer hit 00:00, the site updated with information about multiple transmissions that members of the Flynn Lives organization had discovered and believed to be connected to Kevin Flynn. Organization members identified sixteen cities within the United States from Kevin Flynn’s 1989 book tour that contained evidence concerning the signals. The hope was that, once secured, the evidence would fill in the missing pieces and allow the group to begin a side channel attack to contact the missing genius. Once the countdown reached zero, coordinates with directions to the locations of hidden evidence were posted every hour in groups of two, starting on the eastern seaboard and working west with each pairing, with each drop site marked by a TRON sticker initially seen on the fictional Flynn Lives message boards.

While the Digital Pulse page originally indicated that a team effort would be needed to complete the event prior to the end of the countdown, Flynn Lives organizers later clarified on their Facebook page that only one operative was needed in each city. International players were unable to participate on the ground, but provided online support to the stateside players as they scrambled to make the pick-up, as it was now apparent that it was a race to be first to the sites.

As reports began to filter in from the participating cities, the story began to emerge. Players who were fast and fortunate enough to get to the drop and find the sticker were greeted by a phone and tracking number. Upon calling the number, players reached a Flynn Lives representative who, after receiving the tracking number, informed the player to await a delivery. Within minutes, deliverymen, dressed in Dumont Shipping company attire, arrived at the various locations and delivered a manila envelope after getting a signed release from the player. The release had directions from Kevin Flynn himself, noting that the package was only to be retrieved by the first person to call in and report the tracking number. Judging by the note, the packages had been awaiting pick-up since 1989, shortly before Kevin’s disappearance.

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The Clock Without a Face Treasure Hunt: One Jeweled Number Remains

The race is on to find the final emerald-studded number from the treasure hunt children’s book, Clock Without a Face. Over the past seven months, treasure seekers have found eleven of the twelve numbers buried at highway rest areas across the United States. And the final hidden number, the twelve, is rumored to be more valuable than all the other numbers combined.

Each of the numbers was once a part of a priceless (and rumored cursed) clock named the Emerald Khroniker. According to legend, the clock was built by a pirate named Friendly Jerome. The greedy pirate looted twelve different cities in twelve different countries, and stripped a jeweled number from each city’s grandest clock for the Emerald Khroniker. The most valuable number, the twelve, is thought to have been stolen from the tomb of an Egyptian king. It wasn’t long before thieves stole this valuable clock from Friendly Jerome.  The clock was then stolen again and again, until it ended up in the hands of its most recent owner, Bevel Ternky. The Emerald Khroniker was not stolen from Ternky; instead thieves ingeniously pried off the numbers and buried each one in a separate location.

Within a month of the book’s release, treasure hunters deciphered the clues that led them to eight of the numbers in eight different states – Florida, Washington, Virginia, Ohio, Indiana, Illinois, Connecticut and California. Since then, three more have been found, but the number twelve is still buried in the ground somewhere, waiting to be found.

On May 25th, I found one of the numbers myself, an emerald-studded silver beauty. I had read the book several times with my daughter, but the puzzle-cracking grind was a bit too much for a seven-year-old. She cheered me on and hoped that I would find her lucky number seven. With help from a group of Unfiction treasure hunters, I pinpointed the location of the number seven to just 30 miles from my home in Indiana.

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Flynn Lives Goes Through an Epiphany

The week following Thanksgiving is usually a slow one as folks readjust to their daily routine post-turkey and gravy, but Flynn Lives players found themselves back in the thick of things. After a week’s hiatus, presumably to give thanks for all the buzz fans have been creating, Flynn Lives was back with some flash today; a Flash-based puzzle, to be exact.

The main page for Flynn Lives updated with a link to a new puzzle, Gygax, which featured a cut-out pattern for a 3-dimensional Bit from the original Tron film as an homage to Dungeons & Dragons co-creator Gary Gygax’s love of multi-sided dice. Additional information in the read-only Flynn Lives discussion forums helped players crack the puzzle in no time and in turn discover flynnlives.com/epiphany. With a few additional twists and turns players found themselves staring into pulse of a count-down timer.

End Game has begun with flynnlives.com/digitalpulse, a a call to action to retrace Kevin Flynn’s steps during his final book tour. The site advises all Flynn Lives operatives to be prepared to hit the ground next Wednesday, at 11 am EST, in a final push to retrieve the remaining evidence and finally uncover what has happened to Kevin Flynn. A total of sixteen cities will take part in the final mission but the cities themselves have yet to be identified (excepting Los Angeles, New York, Chicago, and San Francisco which were named on the poster), a tactic reminiscent of the beginning of this viral and its first outing, Operation Zero Hour.

Flynn Lives is going out in style, so make sure you have your shoe laces tied and your GPS units handy, because when the time comes next week, Flynn Lives operatives will finally get the chance to find out what happened to Kevin Flynn: and that’s one ride you do not want to miss out on. Keep your finger on the digital pulse, and be ready to hit the ground running next Wednesday.

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