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Wednesday, January 12, 2011

ooooo = No Mimes, JUXT Use Transmedia on a Global Scale With a New Team-Building Alternate Reality Game

Breakout Interactive Adventure Follows on Heels of Creators' Acclaimed 2009 ARG for Cisco; Social Media, New Tech Entertain While Cultivating Global Collaboration

LOS ANGELES, Jan 12, 2011 /PRNewswire/ -- For the second straight year, transmedia storytelling pioneers No Mimes Media has partnered with award-winning creative shop JUXT Interactive to craft a hugely successful Alternate Reality Game (ARG) for Cisco Systems' annual Global Sales Experience (GSX). This year's GSX marked Cisco's first major hybrid global event, fusing both virtual and physical components into a seamless interactive experience for 21,000 participants around the world.

Cisco wanted to use new forms of storytelling to focus their sales staff on company-wide collaboration, creativity and new products while engaging them in the company's annual sales meeting. Once again, they turned to No Mimes and JUXT, makers of The Threshold, the groundbreaking Alternate Reality Game created for last year's Global Sales Experience.

This year's transmedia story, The Hunt, served as the cornerstone of the event's engagement strategy, which also included a suite of collaborative online experiences. According to Angela Smith, Senior Manager of the Global Sales Experience, "The engagement strategy was absolutely crucial to this hybrid program's success. Giving a highly competitive audience an exciting challenge satisfies multiple goals, including collaboration across boundaries."

Part high-tech thriller, part treasure hunt, part social-media experiment, The Hunt transformed thousands of Cisco employees into active characters in an exciting storyline that unfolded over two weeks and across five continents. The experience utilized action-packed video and audio (co- produced with LiveTribe Productions), photos, email, phone messages, live event, social media and an array of Cisco tools to foster team building, problem-solving and interactive learning. Characters came to life through social media, posting Facebook and Twitter updates to drive the story in real-time, and engaging participants with one-on-one dialogues. Players even used GPS- based geocaching techniques to track down a clue in a real jewelry box hidden in Oslo, Norway. Throughout the experience, participants from around the world, communicated across departmental, disciplinary and language barriers, and immersed themselves in Cisco collaboration technologies that were instrumental in solving The Hunt

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Posted via email from Siobhan O'Flynn's 1001 Tales

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