Alternate Reality Games (ARGs) combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players and critical thinking related to the storyline and problem-based activities. The ARG format works well with events to provide pre-event activity, introduce resource sharing and networking during the event and differentiating the event from others. Join this session to learn how an ARG can enhance any customer, employee, student or community event and some considerations for successful event-based alternate reality games.
2. Charles Palmer Executive Director of CAELT Associate Professor of Multimedia Harrisburg University New Media CAELT Video Web Games
3. Andy Petroski Director of Learning Technologies Assistant Professor of Learning Technologies Harrisburg University Harrisburg University LTMS CAE<
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Notas do Editor
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10 minutes in. Play game for 5 minutes Andy Give each person an item Kit is five things Distribute 10 different items 3 categories (food, clothing, utilities) Gather together as items to create the best disaster preparedness kit Challenge Create your kit of five things Points for each item, points based on usefulness (1-10) Storyline Hurricane is coming Build your disaster preparedness kit Points Most points gathered Disaster Preparedness Kit (http://www.nhc.noaa.gov/HAW2/english/prepare/supply_kit.shtml) Water - at least 1 gallon daily per person for 3 to 7 days (6 points – food/water) Food - at least enough for 3 to 7 days — non-perishable packaged or canned food / juices (10 points – food/water) — foods for infants or the elderly — snack foods — non-electric can opener (9 points – food/water) — cooking tools / fuel — paper plates / plastic utensils Blankets / Pillows, etc. (5 points – clothing) Clothing - seasonal / rain gear/ (9 points – clothing) sturdy shoes (7 points – clothing) First Aid Kit / Medicines / Prescription Drugs (8 points – utilities) Special Items - for babies and the elderly Toiletries / Hygiene items / Moisture wipes Flashlight / Batteries (8 points – utilities) Radio - Battery operated and NOAA weather radio Telephones - Fully charged cell phone with extra battery (7 points – utilities) and a traditional (not cordless) telephone set Cash (with some small bills) and Credit Cards - Banks and ATMs may not be available for extended periods Keys Toys, Books and Games Important documents - in a waterproof container or watertight resealable plastic bag — insurance, medical records, bank account numbers, Social Security card, etc. Tools - keep a set with you during the storm Vehicle fuel tanks filled (5 points – utilities) Pet care items — proper identification / immunization records / medications — ample supply of food and water — a carrier or cage — muzzle and leash
Andy / Charles http://www.nhc.noaa.gov/HAW2/english/prepare/supply_kit.shtml
Andy / Charles Outcome of the activity (learning and networking) What elements of a game were part of this scenario/ Storyline Goal Characters (didn’t include) Obstacles (didn’t include) Rules of Play Criteria for success Puzzles/Clues Points/Rewards Time
Start at 20 minutes in (screen 9-13 = 5 minutes) Charles Not all ARGs are the same.
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Charles Alt-RGs = > physical locations, devices, communication sources Aug-RGs = > overlay information on physical locales
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25 minutes in. Screens 14-22 = 10 minutes Charles Do we have the opening video that we used for this game?
25 minutes in. Screens 14-22 = 10 minutes Charles Do we have the opening video that we used for this game?
Andy Go out and show the portal and play the introductory video
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Charles Justin is getting me this information Go out and show the portal and discuss game play
Charles Evoke - The goal of the social network game is to help empower people all over the world to come up with creative solutions to our most urgent social problems. World without Oil - WORLD WITHOUT OIL is a serious game for the public good. WWO invited people from all walks of life to contribute “collective imagination” to confront a real-world issue: the risk our unbridled thirst for oil poses to our economy, climate and quality of life. It’s a milestone in the quest to use games as democratic, collaborative platforms for exploring possible futures and sparking future-changing action.