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Session 204
Alternate Reality Games:
Gamification for Performance
Andy Petroski & Charles Palmer, Harrisburg University
San Jose, CA • July 26 – 28, 2017
Alternate Reality Games:
Gamification for Performance
Book Raffle
• Drop your business card in the bucket
• We’ll draw a winner at the end of the session
This session will cover:
• How to use ARGs for employee learning
• ARG examples
• How to create player interactions in ARGs
• How to identify opportunities for an ARG
Andy Petroski
Senior New Product
Development Consultant
Charles Palmer
Director, Center for Entertainment
and Learning Technologies
Novice to intermediate designers, developers,
and managers.
Intended audience:
Alternate Reality Games:
Gamification for Performance
Prepare for the microcane:
• 1 team
• Create a hurricane kit
• The kit must contain ONLY five (5) items. It must contain at least
one (1) item from the food/water, clothing and utilities
categories.
• 2 kit items = binary code clues
• 2 kit items = cryptogram clues
• 3 kit items = QR codes
• 6 kit items = posted around the room
• Each item has “usefulness” points assigned to it based on a 1-10
scale.
• The goal is to create the most useful and complete kit. Obtain
over 30 usefulness points for even a chance at survival.
Prepare for the microcane:
• 5 minutes to create your hurricane kit
• Collect kit items.
• Choose the five (5) kit items to include in your kit.
Present your kit to the game master.
• Create the most useful and complete kit. Obtain over
30 usefulness points for even a chance at survival.
What engaged you?
Game elements
Storyline
Goal
Rules of Play
Criteria for success
Puzzles/Clues
Points/Rewards
Constraints (Time)
• Characters (didn’t include)
• Obstacles (didn’t include)
What are ARGs?
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 physical and online
resources, collaboration among game players
and critical thinking related to the storyline
and problem-based activities.
Transmedia
eLearning
Computer Game
Geocaching
Scavenger Hunt
LARPing
Gamification
Social Media
Escape Room
Mixed Reality
Alternate
Reality
Augmented
Reality
Virtual
Reality
The Learning Connection
Used with permission
Some Opportunities for ARGs
Storytelling and Interactions
The Rabbit Hole
A rabbit hole marks the first contact a player might
have with the game world of an ARG. A rabbit hole
can be a website, print media, or any other media or
interactions that is used to draw players into the
game.
Storytelling and Interactions
San Francisco based
ARG The Jejune
Institute
Why So Serious? ARG
http://bit.ly/RH_wss
“You take the red pill, you stay in
Wonderland, and I show you how
deep the rabbit hole goes.”
– The Matrix
Rabbit Hole
Full Participation
Multiple Rabbit Holes
Create multiple entry points into the game (a field of rabbit
holes). Incrementally release more explicit rabbit holes
over time.
The Buddy System
Bring a friend! Reward players already engaged in the
game if they bring another player into the gameplay.
Bait-and-Switch
Turn a traditional training situation (classroom or
eLearning) into an ARG rabbit hole. Interrupt the training
with breaking news!
Story Perspectives
Column A Column B
Realistic Connected
Fictional Disconnected
Is your “efficient meetings” ARG based around improving meetings at a financial
services firm or is it based on creating more efficient meetings for the League of
Justice (go figure, Superman is never on time for meetings)?
Who is the audience?
• Bartle Taxonomy of Player Types
• Classification for MUD (multi-user dungeons) players
• Sorted players into four character types
• http://bit.ly/bartletaxonomy
• Bartle Test of Gamer Psychology
• Erwin Andreasen and Brandon Downey
• Series of questions and scoring rubric
• Bartle Quotient
• Side note: Bartle thinks this is rubbish
What does the audience want?
Creating a great story…
“A long time ago, in a galaxy far, far
away.“
• Hero Journey
• Save the Cat
• Touchstone
• Wagon Wheel
ARG Participation
Levels of Player Participation and ARG Activities
Type Activity Engagement examples
Passive
Reading, watching, collecting Scanning six QR codes to reactivate a dormant Heim
hyperdrive, opening a wormhole back to earth
Active
Puzzles, short challenge questions,
light research or collaboration, two-
way digital communication
Completing a cryptogram to unlock the courier’s briefcase
Tracking down a trainee (another game participant) who
has the role of farmer to convert your seeds into crops
Immersive
World building and customization,
asset crafting, extensive
communication
Gathering into teams of four to build an ultimate Scooby
Doo team (brains, intellect, cunning, and guile)
to save Old Man Johnson’s dilapidated amusement park.
Building a ARG
The Beat Sheet
ARG Tool Chest
Sample tools
Puzzles
Cipher
Cryptography
Story
Brainstormer 2.0
Twine
Platforms
Wordpress
Conducttr
http://bit.ly/6_Cipher
Book Raffle
• Drop your business card in the bucket
• We’ll draw a winner at the end of the session
Thank you!
www.slideshare.net/altrealitygames
http://bit.ly/GfP-AMZN

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Realities360 Conf> ARGs: Gamification for Performance

  • 1. Session 204 Alternate Reality Games: Gamification for Performance Andy Petroski & Charles Palmer, Harrisburg University San Jose, CA • July 26 – 28, 2017
  • 3. Book Raffle • Drop your business card in the bucket • We’ll draw a winner at the end of the session
  • 4. This session will cover: • How to use ARGs for employee learning • ARG examples • How to create player interactions in ARGs • How to identify opportunities for an ARG Andy Petroski Senior New Product Development Consultant Charles Palmer Director, Center for Entertainment and Learning Technologies Novice to intermediate designers, developers, and managers. Intended audience:
  • 6. Prepare for the microcane: • 1 team • Create a hurricane kit • The kit must contain ONLY five (5) items. It must contain at least one (1) item from the food/water, clothing and utilities categories. • 2 kit items = binary code clues • 2 kit items = cryptogram clues • 3 kit items = QR codes • 6 kit items = posted around the room • Each item has “usefulness” points assigned to it based on a 1-10 scale. • The goal is to create the most useful and complete kit. Obtain over 30 usefulness points for even a chance at survival.
  • 7. Prepare for the microcane: • 5 minutes to create your hurricane kit • Collect kit items. • Choose the five (5) kit items to include in your kit. Present your kit to the game master. • Create the most useful and complete kit. Obtain over 30 usefulness points for even a chance at survival.
  • 9. Game elements Storyline Goal Rules of Play Criteria for success Puzzles/Clues Points/Rewards Constraints (Time) • Characters (didn’t include) • Obstacles (didn’t include)
  • 10. What are ARGs? 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 physical and online resources, collaboration among game players and critical thinking related to the storyline and problem-based activities.
  • 13. The Learning Connection Used with permission
  • 15. Storytelling and Interactions The Rabbit Hole A rabbit hole marks the first contact a player might have with the game world of an ARG. A rabbit hole can be a website, print media, or any other media or interactions that is used to draw players into the game.
  • 16. Storytelling and Interactions San Francisco based ARG The Jejune Institute Why So Serious? ARG http://bit.ly/RH_wss “You take the red pill, you stay in Wonderland, and I show you how deep the rabbit hole goes.” – The Matrix
  • 17. Rabbit Hole Full Participation Multiple Rabbit Holes Create multiple entry points into the game (a field of rabbit holes). Incrementally release more explicit rabbit holes over time. The Buddy System Bring a friend! Reward players already engaged in the game if they bring another player into the gameplay. Bait-and-Switch Turn a traditional training situation (classroom or eLearning) into an ARG rabbit hole. Interrupt the training with breaking news!
  • 18. Story Perspectives Column A Column B Realistic Connected Fictional Disconnected Is your “efficient meetings” ARG based around improving meetings at a financial services firm or is it based on creating more efficient meetings for the League of Justice (go figure, Superman is never on time for meetings)?
  • 19. Who is the audience? • Bartle Taxonomy of Player Types • Classification for MUD (multi-user dungeons) players • Sorted players into four character types • http://bit.ly/bartletaxonomy • Bartle Test of Gamer Psychology • Erwin Andreasen and Brandon Downey • Series of questions and scoring rubric • Bartle Quotient • Side note: Bartle thinks this is rubbish
  • 20. What does the audience want?
  • 21. Creating a great story…
  • 22. “A long time ago, in a galaxy far, far away.“ • Hero Journey • Save the Cat • Touchstone • Wagon Wheel
  • 23. ARG Participation Levels of Player Participation and ARG Activities Type Activity Engagement examples Passive Reading, watching, collecting Scanning six QR codes to reactivate a dormant Heim hyperdrive, opening a wormhole back to earth Active Puzzles, short challenge questions, light research or collaboration, two- way digital communication Completing a cryptogram to unlock the courier’s briefcase Tracking down a trainee (another game participant) who has the role of farmer to convert your seeds into crops Immersive World building and customization, asset crafting, extensive communication Gathering into teams of four to build an ultimate Scooby Doo team (brains, intellect, cunning, and guile) to save Old Man Johnson’s dilapidated amusement park.
  • 26. ARG Tool Chest Sample tools Puzzles Cipher Cryptography Story Brainstormer 2.0 Twine Platforms Wordpress Conducttr http://bit.ly/6_Cipher
  • 27.
  • 28. Book Raffle • Drop your business card in the bucket • We’ll draw a winner at the end of the session

Notas do Editor

  1. Andy Welcome to the session “Alternate Reality Games: Gamification for Performance” We think we’ve got a great session for you to provide some insight into creating mixed reality experiences and establishing immersive learning strategies for those looking to begin moving outside of traditional training formats.
  2. 1 minute Andy The concepts, examples, and insights that we’re going to share with you today are all from our book of the same name – Alternate Reality Games: Gamification for Performance We have a copy of the book that we want to raffle off at the end of the session. So, if you’re interested in putting your name in for the raffle just come on up and drop your business card in the basket at any time throughout the session. Note: When looping through this before the session consider adding a slide with a poll question (poll everywhere) to gauge the experience of the audience.
  3. 3 minutes Charles will introduce himself first. Andy will go second. Charles intro Andy intro My name is Andy Petroski. For 7 years I was the Director and Assistant Professor of Learning Technologies at Harrisburg University. I’m now the Sr. New Product Development Consultant working on business formation and incubation projects for educational technology solutions. I have 20 years of experience as an instructional designer, serious game designer, program manager, and ed tech product manager. Today we’re going to talk with you about Using ARGS for employee learning and some areas where you can identify opportunities for an ARG We’re going to look at some ARG examples And, then examine ARG storytelling and interactions in ARGS, including how augmented reality and virtual reality can be leveraged in a mixed media experience in an ARG format
  4. 2 minutes Charles will add a breaking news element to the video Charles has an updated version with static at the front . . .
  5. 2 minutes Andy OK. Well, we weren’t planning for this as part of our session. But, you heard the man – there’s a microcane on its way!! We must prepare! You are going to work as a team to create a microcane preparedness ket. There are items around the room you must find and evaluate to determine if they will become part of your kit. 2 items can be found by decoding binary codes 2 items can be found by solving cryptograms 4 items can be found by scanning QR codes 5 items are posted around the room for your direct use You can only choose 5 items for your kit. You must have at least 1 food/water item, 1 closing item, and 1 utilities item as part of your kit. Each item has usefulness points assigned on a scale of 1-10. The goal is to create a complete kit with at least 30 usefulness points Question clues???? Enable them to come up and ask me questions? - Create these cards, but don’t emphasize or distribute them unless there is a larger crowd there.
  6. 2 minutes Andy You’ll have 5 minutes to play the game starting . . . Now! 5 minutes of gameplay Andy needs to get a timer.
  7. 2 minutes Andy
  8. 3 minutes Andy There are a number of game design elements that were used to achieve the engagement that you described. These elements are critical to the success of immersive learning environments and should be considered as part of your experience design and instructional strategy for any serious game, alternate reality game, virtual world, augmented reality, or mixed media experience. Through this immersion and engagement learners explore concepts more deeply, apply concepts to real-world scenarios, and can better transfer those knowledge and skills. 20 minutes to this point
  9. Andy 1 minute As you have just witnessed ARGs are real-world experiences that include storyline, clues, puzzles, and collaboration with game mechanics that promote critical thinking and problem solving. The ARG experience can really be anything you want it to be and the level of technology integration can be based on your budget, the needs of the project, the profile of your audience, or the limitations of your environment.
  10. Andy 5 minutes In the book we examine Alternate Reality Games through the lens of other interactive activities for learning and entertainment. We examine how ARGs are different from these types of activities, but also how an ARG can integrate elements of these to create a transmedia experience. Are there any of these activities that you’re not familiar with? We’re all familiar with eLearning by this time. eLearning isn’t part of a typical ARG experience, but it can be used as an entry into an ARG or a remedial element of the game. Unlike an ARG eLearning is normally an individual experience that occurs over a short period of time and is mainly content driven with most eLearning being primarily a passive experience. And, eLearning is often bound to a single device or medium. An ARG happens over an extended period of time and is often interwoven throughout the daily activities of players, as an extension of other activities. An ARG becomes part of life and life becomes part of the ARG. Computer games for learning put concepts in the context of performance and promote behavior change through problem-based learning. However, unlike ARGs, computer games are often bound to a single device or medium. They are not integrated into the physical world like most ARGs. Although augmented reality is increasing the opportunity for computer games to become a part of the world around us. ARGs for learning are not computer games, but they can be considered serious games. Geocaching is a recreational activity that challenges participants to find hidden treasures based on GPS (global positioning system) information. Participants both hide and seek containers that include a logbook for noting those who find the item. An ARG may include a challenge that requires players to find items based on GPS information, but an ARG also includes a variety of other live action and virtual experiences. Many ARGs do follow the structure of a scavenger hunt, but an ARG experience is much deeper than a recreational scavenger hunt. The goal of an educational ARG is to solve a problem or overcome a business or societal challenge. LARPing is Live Action Role Playing – This is a form of gaming where the players participate in gameplay by physically acting out their characters’ actions in the game (often in full costume). An ARG may contain live characters that support the storyline. But, ARG players do not play as a character in the story. They play as a participant trying to solve a problem. ARGs blur the line between gamification and games. In an ARG, the gameplay is often integrated into daily activities (like gamification) and ARG activities are rewarded by points, badges, and leaderboard status. But, unlike gamification an ARG is a game. It’s not a traditional game, but it is a game. An ARG will often incorporate social media as part of promoting collaboration in the game. But, a well designed ARG experience includes much more than just tweets, texts, and Facebook interactions. An escape room is a physical adventure game in which players solve a series of puzzles using clues, hints and strategy within a set time limit (usually an hour or 2) to unveil the secret plot which is hidden within the rooms. An ARG is an escape room on steroids, including many more media experiences and played with a larger number of players in a much larger space, including virtual experiences. Notes: Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies Game Gamification Social Learning Scavenger Hunt Geocaching Live Action Role Playing eLearning Augmented Reality Virtual Reality Video Audio QR Codes Signs Posters Phone Calls Characters
  11. Andy 3 minutes Part of the transmedia experience of an ARG can include virtual reality and augmented reality. As we look at ways in which virtual reality and augmented reality can become a part of learning experiences, an Alternate Reality Game approach is a way to extend these often very focused or limited experiences into a robust immersive learning experience that includes story, challenges, and meaningful interactions. Think about Pokeman Go! as a learning environment, but one that extends beyond the mobile device and the interaction with virtual characters to create behavior change. Pokeman Go! was created for Nintendo by Niantic Labs. In the book we profile Ingress, an ARG from Niantic Labs where participants are divided into factions. Portals, tied to real-world locations in cities through the world are captured for and defended by each faction. Players move around their city to collect keys, weapons, and upgrades as they capture and defend the portals – all through an augmented reality interface on the mobile device. There are over 1 million active players who interact with virtual elements and each other to capture and defend portals. Ingress is a social game where the goal for the creator is to go beyond the directions in Google maps and encourage residents of a city to really get to know the nooks and crannies of the places where they live, work, and visit, along with getting to know some of the people they live with in those cities. Imagine the learning experience possibilities of combining virtual reality and augmented reality in an alternate reality game scenario! And, an alternate reality game framework allows you to introduce virtual reality and augmented reality incrementally and affordably.
  12. 1 minute As part of defining an ARG for learning in the book, we also examine the connection between ARGs and effective learning design. This image represents one way we conduct that examination in the book. And, as we talk about alternate reality, augmented reality, and virtual reality today it’s obviously important to keep effective learning design as part of the conversation. As learning designers we often consider the levels of learning represented by Bloom’s Taxonomy as stackable, linear experiences. But, another way of looking at levels of learning is through that of an intertwined experience, represented here in the Shrock’s Gears of Learning model. This learning design strategy aligns with alternate reality games where active, problem-based, and social learning in a multimodal learning environment enriches the learning experience and can create increased learning outcomes.
  13. Andy Write up an intro / talking points 3 minutes to read 2 minutes to ask questions Chapter 2 Hand out the scenario examples / have the activity on the back, but don’t do it. Increase New Employee Engagement Increase Teamwork and Collaboration Optimize Training Time Increase Skills Fuel Innovation 35 minutes to this point
  14. Charles - 2 minutes So, let’s talk about stories and how we interact with them. An ARG without players is like a movie without an audience. ARGs need to pull people into the game – we need to move them from the state of unawareness to awareness and active participation -- and to do this we often use a special event or activity to introduce the player to the game world. This device is known as rabbit hole event. It’s the means by which the player crosses a threshold and becomes part of the game. In essence it’s the ”hook”. “Once upon a time” is probably the most famous rabbit hole phrase. When we hear it we know we’re about to be transported to a new and maybe alternate world. Rabbit holes come in various types from posters, to SMS messages to live actors and we see them all the time. They appear explicitly, like in some corporate training or implicitly like several marketing or entertainment applications. They appear as very subtle invitations, easily missed because they are artfully ingrained into the player’s world.
  15. Charles - 2 minutes The Dark Knight ARG – Why So Serious started in comic stores across the county. Some customers found these random Joke cards with the text “I Believe in Harvey Dent”. Visiting ibelieveinharveydent.com introduced a little over 10k players to the world of Gotham providing them with an opportunity to be a citizen for justice by following Harvey or become a henchman of the Joker. This ARG was huge with 10 million participants in 75 countries. take a look at the URL (bit.ly/RH_wss) for a short case study on the rabbit hole event and the primary purpose of the ARG. In 2008, posters around SF served as a rabbit hole for the Jejune Institute and for three years about 7000 players had to wonder if they were part of a super secret ARG of if they had unwittingly joined a religious cult. In the Matrix movie trilogy, Neo’s decision to take the red pill is considered a Rabbit Hole event. But that’s not true. In this scene, Neo is already in the Matrix, his has already crossed the threshold into the world. So the actual rabbit hole event is when he decides to take the advice presented on his computer scene which read “Follow the White Rabbit”..
  16. Charles - 2 minutes Not only are there various types of rabbit hole events, there are also different types of Rabbit Holes. The first is I think the most important. If you're looking for full participation, you need to make sure players have multiple ways to enter the world. By creating multiple points of entry, you have a better chance of engaging players; these can happen all at once so that players across your audience can participate together, or they can happen at specifics times like in situations where you need the ability to control when players can join the storyline. The buddy system is another common method for increasing participation. A buddy can be another player brought into the game. The new player could provide a boost (in points or achievements) to the primary player (think about those Facebook games where you only points for invites). A buddy can also be a guide. In the corporate setting this could be an employee who will monitor and assess your progress or also be someone designated as a SME for a particular procedure. And of course there is the bait-and-switch, which we've already seen. Where participants show-up for one thing and it' high-jacked or interrupted by some cheesy weatherman.
  17. Andy 2 minutes As you craft your rabbit hole experience for entry into the ARG and define your story and your characters, there a few different perspectives that we recommend considering. Story perspectives can be Realistic>Connected; Realistice>Disconnected; Fictional>Connected; or Fictional>Disconnected. Essentially, we recommend picking 1 from column A and 1 from column B to craft your ARG story. What does all of this mean? A realistic storyline = the story and/or the player’s role in the story is realistic. The realism helps to connect the game to work/life, puts the player in a role they will play in the real world, and creates a recognizable context for learning A connected storyline = one in which the challenges, actions, and decisions are explicitly connected to the performance goals of the ARG. A fictional storyline = the story and/or the player’s role in the story is fictional. Fiction can aid immersion and increase the fun factor. A disconnected storyline = one in which the challenges, actions, and decisions are implicitly connected to the performance goals of the ARG.
  18. Charles - 2 minutes Richard Bartle – creator of the earliest MUDs in 1980; he then watched and studied gamer players in group environments. In 1996 released a paper classifying gamers of MUDs (multi-user dungeons) by what they wanted to get out of the multi-player environment But why is this important. – if we know
  19. The reason Bartle’s work is so important, it that it provided a why to quantify player needs and design an experience accordingly. The best use of this tool is to look at your story and evaluate activities to to match. Think “who would be motivated by this activity” or “do we have something to keep explorers engaged” Mention our ILS
  20. Stories are at the heart of all great ARGs. Everything from the Rabbit Hole activity to post-event reflection, uses the story to tie it all together. with this much importance placed on the story it’s good to know we have a guide for building great stories. The story arc is the first tool. The purpose of a story arc is to move a character or a situation from one state to another. This transition normally coincides with a transformation of the main character often takes the form of either a traumatic fall from grace or a reversal of their path. One common form in which this reversal is found is a character going from a situation of weakness to one of strength. Your typical Hollywood blockbuster, for instance, follows this course. This chart provides some insight into what happens in each arc, but it doesn't really provide very many details beyond that.
  21. Charles – 3 minutes For more details we turn to another resource; the Hero's Journey. Have you every noticed how we seem to hear the same types of stories again and again - a hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man. Well that's because a lot of research has gone into story development and in particular the hero myth of the ancient Greeks to the 1800s. And if we break them down we can use this structure to create our own narrative epic. The Hero's Journey is a set of 8, 12 or 17 stages. Personally, when we're building ARG stories, we use the 8 stages presented here. The goal is to identify milestones and triggers which apply to each stage. (list stages)
  22. Charles – 2 minutes
  23. Charles - 2 minutes The process for building an ARG isn’t new. If you’ve been a team member in the production of a film/video/ or stage production, developed software, or used the ADDIE framework to develop training then you’ll see a similar process. Note: Talk about management, design, development roles
  24. Charles – 1 minute The beat sheet is a tool typically used by novelist to construct their story. But we use them as our defining strategic planning tool. It merges the story elements with player interactions. It also is used to keep track of the technologies and media platforms being used as the story unfolds.
  25. Charles – 7 minutes