{"title":"Narrative paradox and the design of alternate reality games (ARGs) and blogs","authors":"Patrícia Gouveia","doi":"10.1109/ICEGIC.2009.5293585","DOIUrl":null,"url":null,"abstract":"This article explores the narrative paradox and how we can design interactive fictions where actions and narrations can contribute for a more meaningful experience within an interactive setting. In this paper we argue that pervasive and alternate reality games (ARGs) and blogs, where participants can cooperate and compete in the real application of tactics and strategies as they play the game online and offline, can contribute to create a more engaging environment where players are able to build their own stories. Player made content and hyperfiction are useful tools to better understand alternate reality games and blogs. The analysis of playable fiction can contribute to recombine action and narration in digital ecologies and we may consider that implosive stories, in which everything happens simultaneously, present in digital spaces allow us to better understand the problem of interactive environments that use mixed technologies. We consider that ARGs are inclusive spaces where gamers can learn how to deal with different media, different communities and different genders. In this mix media spaces gamers can play with action and narrative in order to design their own fictions and stories in real time. In this article we consider some ARGs, I'm Trying to Believe, I Love Bees, Uncle Roy All Around You, among others, in order to argue that this persistent games can be useful to better understand the narrative paradox.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"87 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICEGIC.2009.5293585","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6
Abstract
This article explores the narrative paradox and how we can design interactive fictions where actions and narrations can contribute for a more meaningful experience within an interactive setting. In this paper we argue that pervasive and alternate reality games (ARGs) and blogs, where participants can cooperate and compete in the real application of tactics and strategies as they play the game online and offline, can contribute to create a more engaging environment where players are able to build their own stories. Player made content and hyperfiction are useful tools to better understand alternate reality games and blogs. The analysis of playable fiction can contribute to recombine action and narration in digital ecologies and we may consider that implosive stories, in which everything happens simultaneously, present in digital spaces allow us to better understand the problem of interactive environments that use mixed technologies. We consider that ARGs are inclusive spaces where gamers can learn how to deal with different media, different communities and different genders. In this mix media spaces gamers can play with action and narrative in order to design their own fictions and stories in real time. In this article we consider some ARGs, I'm Trying to Believe, I Love Bees, Uncle Roy All Around You, among others, in order to argue that this persistent games can be useful to better understand the narrative paradox.
本文将探讨叙述悖论,以及我们如何设计互动小说,让行动和叙述在互动环境中为更有意义的体验做出贡献。在本文中,我们认为无处不在的虚拟现实游戏(arg)和博客(游戏邦注:参与者可以在线上或离线玩游戏时在战术和策略的实际应用中进行合作和竞争)有助于创造一个更具吸引力的环境,让玩家能够构建自己的故事。玩家创造的内容和超完美是帮助我们更好地理解虚拟现实游戏和博客的有效工具。对可玩小说的分析有助于在数字生态中重新组合动作和叙述,我们可以认为,在数字空间中呈现的内爆故事(游戏邦注:即所有事情同时发生)让我们能够更好地理解使用混合技术的互动环境的问题。我们认为arg是一个包容的空间,玩家可以在其中学习如何应对不同的媒体、不同的社区和不同的性别。在这种混合媒体空间中,玩家可以同时玩动作和叙事,以便实时设计自己的小说和故事。在本文中,我们将以《I’m try to Believe》、《I Love Bees》、《Uncle Roy All Around You》等arg为例,说明这种持续性游戏有助于更好地理解叙事悖论。