Excerpt from henryjenkins.org/2010/07/arg_20_1.html#
JULY 7, 2010
ARG 2.0 (Part One)
The Alternate Reality Game (ARG) remains a topic of great interest to me and to my students at MIT and USC. Through the years, we've discovered that the ARG falls at the intersection between our recurring interests in participatory culture, collective intelligence, new media literacies, transmedia entertainment, and civic engagement. In my Fandom, Participatory Culture, and Web 2.0 graduate seminar last spring, Jeff Watson wrote a provocative essay which reviewed and challenged the current state of ARG theory and design, proposing some of the limits of this still emerging genres, as well as identifying some experiments that stretch the ARG in new directions. I immediately knew that I wanted to share this essay with my readers, who have a range of different investments in this space, in hopes that it might serve as a catalyst for enlarging the conversation around ARGS and might give him useful feedback as he hopes to prepare this essay for publication.
Watson comes at this topic as a student in the USC's Cinema School's innovative iMAP program, which is designed to bring together students who are interested in both media design and theory. I am going to be teaching a seminar through the program this fall on Medium Specificity, and will be sharing the syllabus here shortly. Each of the students I have met through this program have impressed me with their creative insights and their willingness to test their ideas through experimental practice. The Cinema School as a whole is exploring how to break down the silos between theory and production and between the different craft specializations within production, because the media maker of the future will need to think and create across media platforms. This is yet another of the many reasons I am excited about being at USC right now.
ARG 2.0
by Jeff Watson
I. Abstract
As marketing instruments, alternate reality games (ARGs) are powerful tools for generating buzz and fostering audience engagement. Their capacity to initiate and maintain playful and creative dialogue between producers and fans signals the immanence of interactive and participatory transmedia entertainment. However, the established structure of the ARG as a time-sensitive and event-driven experience managed by the behind-the-scenes machinations of "puppet masters" (PMs) forecloses a number of important design possibilities. Consequently, ARGs often lack the qualities of accessibility, replayability, and scalability that are so crucial to the adoption and impact of other kinds of socially-articulated interactive systems. In instances where the objective is to create or engage an elite class of "in the know" participants, such a lack may in fact be a strength; but for other use cases, accessibility, replayability, and scalability are critical. This paper outlines the significance of the absence of these characteristics from many "first generation" ARGs, and points toward an emerging "2.0" iteration of the form through reference to recent projects and practices in both industrial and institutional contexts.
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