TY - GEN
T1 - Playing for real
T2 - 12th International Conference on Interaction Design and Children, IDC 2013
AU - Bonsignore, Elizabeth
AU - Hansen, Derek
AU - Kraus, Kari
AU - Visconti, Amanda
AU - Ahn, June
AU - Druin, Allison
N1 - Copyright:
Copyright 2013 Elsevier B.V., All rights reserved.
PY - 2013
Y1 - 2013
N2 - An Alternate Reality Game (ARG) is a form of transmedia storytelling that engages players in scavenger hunt-like missions to collectively uncover, interpret, and reassemble the fragments of a story that is distributed across multiple media, platforms, and locations. ARGs are participatory experiences, because players have a central role in reconstructing the storyline. Furthermore, players interact with the game as themselves, not via avatars. Although transmedia formats like ARGs have garnered increasing attention in entertainment and education, most have been targeted for adults 18 and older. Few studies have explored the design process of education-based ARGs for children. In this paper, we detail the design and implementation of an ARG for middle school students (13-15 years old). We describe the strategies we used to distribute story elements across various media and to encourage players to participate in an authentic inquiry process. We found that a "protagonist by proxy", or in-game character with whom players related closely, served as a strong motivator and a model for positive participation. We highlight student interactions and offer insights for designers who implement ARGs and similar immersive learning experiences.
AB - An Alternate Reality Game (ARG) is a form of transmedia storytelling that engages players in scavenger hunt-like missions to collectively uncover, interpret, and reassemble the fragments of a story that is distributed across multiple media, platforms, and locations. ARGs are participatory experiences, because players have a central role in reconstructing the storyline. Furthermore, players interact with the game as themselves, not via avatars. Although transmedia formats like ARGs have garnered increasing attention in entertainment and education, most have been targeted for adults 18 and older. Few studies have explored the design process of education-based ARGs for children. In this paper, we detail the design and implementation of an ARG for middle school students (13-15 years old). We describe the strategies we used to distribute story elements across various media and to encourage players to participate in an authentic inquiry process. We found that a "protagonist by proxy", or in-game character with whom players related closely, served as a strong motivator and a model for positive participation. We highlight student interactions and offer insights for designers who implement ARGs and similar immersive learning experiences.
KW - Alternate reality games
KW - Learning
KW - Teens
KW - Transmedia storytelling
UR - http://www.scopus.com/inward/record.url?scp=84880530298&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84880530298&partnerID=8YFLogxK
U2 - 10.1145/2485760.2485788
DO - 10.1145/2485760.2485788
M3 - Conference contribution
AN - SCOPUS:84880530298
SN - 9781450319188
T3 - ACM International Conference Proceeding Series
SP - 237
EP - 246
BT - Proceedings of IDC 2013 - The 12th International Conference on Interaction Design and Children
Y2 - 24 June 2013 through 27 June 2013
ER -