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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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I Swear, I’m Not Claiming All Girl Gamers are Fake: Personal Effects Goes Live

pixelvixen.jpgBack in September, podcast novelist JC Hutchins tweeted about a friend’s new gaming blog. A little over a week ago, he did it again. And I’m glad he did — since January 2008, Rachael Webster has posted some rather insightful and snark-filled articles critiquing recent game releases under the moniker “PixelVixen707”. The blog has attracted some attention, and Pixelvixen707 even had the impeccably good taste to list ARGNet on her blogroll.

Only one problem: Rachael Webster isn’t actually real. Although the blog’s archives go back to January 2008, the domain was only registered in June. Compounding the problem, her employers at the New York Journal Ledger have a tendency to report news that hasn’t actually happened. Some of that news involves her boyfriend Zach Taylor, a rather popular art therapist at Brinkvale Psychiatric Hospital. With the recent addition of personal posts to the PixelVixen707 blog, a simple gaming blog slowly yet subtly drags you into the rabbithole, as GameSetWatch noted earlier today. For a bit of irony, check out Rachael’s article on Matt Hazard, an action gaming franchise that never existed, as described by Ralph Tokey, a game developer that never existed.

These assets set the stage for JC Hutchins’ upcoming supernatural thriller, Personal Effects: Dark Art. The story revolves around Zach Taylor, an art therapist who uses his patients’ personal effects to help decipher their mental problems. However, according to JC Hutchins, “Zach gets far more than he bargained for when a new patient is admitted to the facility: a man who is a suspected serial killer.” The thriller will showcase a spooky storyline featuring a young optimistic hero, in addition to a relentlessly cruel villain with a secret.

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Player Review: Prototype 161 Mare Vitreum

Editor’s note: The following is a recap of the Prototype 161 event on October 31, 2008 in New York City. Originally brought to our attention via a lovely piece of glass swag, the game took players to the streets of NYC on the spookiest night of the year, and intrepid player Jim Babb covered the event for us. Thanks to Jim for his eye-witness account of what transpired.

This past Halloween night, I was member of a group of elite investigators that brought down an evil cult mastermind and his super genetic computer. Yep, a first for me, but just another night for Prototype 161. The event had an online pre-game that Prototype assured us was not necessary for the game and which I enjoyed. The pre-game even had a clue drops in five cities across the country.

At 7pm the event started in New York City’s Central Park when investigators were each handed a folded piece of paper, sealed with wax (a nice touch in my book). The first part of the night was a foot race around Central Park solving simple clues in order to build a map that would come in handy later when we moved over to Roosevelt Island. For those of you that have never been, Roosevelt island is accessible by means of a Tramway and was also the home of New York’s abandoned mental institutions. The Tramway offers an excellent view of the city and was my favorite part of the night — I am glad that the Puppet Masters included this in the game. Roosevelt island offered an excellent backdrop for the rest of the night, because of its size, roughly 0.3 square miles. However, despite the amazing setting of the game the night quickly hit some snags.

We were met on the island by a “professor” giving a lecture on the occult at the local youth center. The youth center would become our home base for the rest of the evening and into the morning, which was decent enough until the soda machine ran out. Most, if not all, of the teams became stuck on the first puzzle (my own team was out of commission for 2 hours). The puzzles were difficult and fun if not entirely related to the premise of the event. One of the major problems I had with the game was after the first clue was finally solved: it provided an answer with which we didn’t know what to do. We were supposed to be looking for a six-letter word, but there were not hints to this effect.

Finally, my team got back on track as we split up to get the rest of the clues. The island was used to full advantage by the PMs. They had us running up and down the area, from a Chinese restaurant to get puzzle containing fortune cookie, to a garden that was totally creepy and dark at night. I am pretty sure that the drunk guys outside the garden were out-of-game, but nevertheless they provided a nice atmospheric element. Other snags included one of the puzzles being vandalized (pumpkins smashed), restaurants used in-game that closed because it was too late, and the police breaking up the big groups of people.

However, my team was determined not to give up, but we were far too frustrated and tired to put in the needed effort to finish with a bang. We all received text messages informing us to stop what we were doing and see the finale. We had lost, but everyone did get to see the end acted out. The problem here was that the finale only made sense to those that had played the online pre-game, but was interesting enough even if a little anti-climatic.

I was excited to try my hand at an alternate reality game and I thought Prototype 161 would provide a good crash course in the genre, and while it did provide me with a feel of ARGs I wish it had gone a little smoother.

PICNIC ’08, part four: Clay Shirkey – Here Comes Everybody

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 fourth part of Daniël’s comprehensive look at this year’s event, a look at the beginning of day two of the event. All pictures are courtesy of Daniël as well.

Kicking off the second day of the conference was a hugely interesting keynote address by Clay Shirky, famed author of Here Comes Everybody, a highly recommended read documenting the way society is rapidly being changed by emerging social tools.

The theme of Here Comes Everybody is “Group Action Just Became Easier” and Shirky gives 4½ examples of this:

1. The social dynamics behind Flickr

Not too long ago, a Flickr pool on high-dynamic range photography (HDR) was created. What followed was a conversation in the photos’ comments about who uses what software to create HDR material. People found out that it was possible to insert pictures into the comments and kept exchanging ideas on how to improve techniques. The stream of comments slowly turned into a “lecture” on HDR photography, making it a “social object” that attracted a community. It is the process of a social gathering in reverse: instead of starting by getting people with the same interests together into a large group, the social object acts as a catalyst which slowly gathers interested people around itself.

In the past, this would have taken years: a photo shows up, people document it in magazines, it gets picked up by amateurs, people get together in meetings discussing the topic, etc. The HDR on Flickr phenomenon happened within three months and became a vital part of the rapid progression of HDR photography techniques — much faster than would have ever been possible in the past.

There’s was another example illustrated which shows the downside of the same mechanic and it’s also Flickr-based. A separate photo pool exists called the Black & White Maniacs. The name is pretty self-explanatory, and the pool has rules on posting and commenting on black and white photos. The most important rule is that in order to post a picture, you had to comment on the previous two pictures in the pool. It turned out that people either ignored the rule, or found ways around it by just leaving a simple, non-descriptive comment like “nice.” This lead to an expansion of the rule set that was meant to be really simple, which prompted some big fights between moderators and users who just wanted to show the world their pictures.

The bottomline: Flickr has introduced a service of sharing photos, but creates a whole new dilemma on the social dynamics behind the actual sharing. Shirky’s firm statement was that you cannot solve such a dilemma, you can only optimize it. The new design challenge seems to be in how the social organization takes place.

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