‘TEST TEST TEST Transmedia’ for In Media Res

Invited contribution to Elizabeth Strickler’s (Georgia State University) curated theme of ‘Transmedia Now’ for In Media Res: In this 1972 documentary, The Computer Generation, by John Musilli, artist Stan Vanderbeek talks about the possibility of computers as an artist tool. My aim with drawing on this documentary is to compare the current state of transmedia with … Read more‘TEST TEST TEST Transmedia’ for In Media Res

‘Creating Quality Cross-Media Experiences’ for Cross-Media Communications

  My chapter for Drew Davidson’s book discusses ways you can create quality cross-media experiences. This is one of the earliest ‘how-to’ books on cross-media published. This text is an introduction to the future of mass media and mass communications – cross-media communications. Cross-media is explained through the presentation and analysis of contemporary examples and project-based … Read more‘Creating Quality Cross-Media Experiences’ for Cross-Media Communications

Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments

My PhD on ‘Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments’ at Sydney University, 2009. I take a transdisciplinary approach, focusing on the changes to the way we create with transmedia, including phenomena from different types and countries and across time. Examiner comments: “I am particularly impressed with the … Read moreTransmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments

‘Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games’ for Convergence

This paper introduces an emerging form of participatory culture, one that is not a modification or elaboration of a primary producer’s content. Instead, this paper details how the artifacts created to ‘play’ a primary producer’s content has become the primary work for massive global audiences. This phenomenon is observed in the genre of alternate reality … Read more‘Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games’ for Convergence

‘Playing the Moon: Christy Dena on the Fate of New Media Art’ for Real Time Arts

Commissioned review/article on the panel ‘What happened to new media art?’ chaired by Darren Tofts at the 4th Australasian Conference on Interactive Entertainment. ON THE LAST DAY OF THE FOURTH AUSTRALASIAN CONFERENCE ON INTERACTIVE ENTERTAINMENT AT RMIT IN MELBOURNE DARREN TOFTS CHAIRED A PANEL DISCUSSION THAT BROUGHT TOGETHER A SMALL GROUP OF PRACTITIONERS, CURATORS, EDUCATORS, … Read more‘Playing the Moon: Christy Dena on the Fate of New Media Art’ for Real Time Arts

‘Online Augmentation to Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games’ for Convergence

An essay and accompanying minisite about different layers of player interaction in ARGs. The minisite is an online augmentation of an essay published in the Feb 2008 issue (vol 14, no 1) of Convergence: The International Journal of Research into New Media Technologies (which is available in hardcopy and online). My essay, ‘Emerging Participatory Culture Practices: Player-Created … Read more‘Online Augmentation to Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games’ for Convergence

‘The Writer’s Guide to Making a Digital Living’ for Australian Council for the Arts

The Writer’s Guide to Making a Digital Living is an ebook and online resource on the craft and business of writing in the digital era. It was commissioned in 2008 as part of the Story of the Future program at the Australia Council for the Arts. The project includes case studies from Australia’s rising generation … Read more‘The Writer’s Guide to Making a Digital Living’ for Australian Council for the Arts

Anti-Hoaxing Strategies and the TINAG Fallacy

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A few days ago I published a post highlighting one possible reason why alternate reality games are perceived as hoaxes by some, and posited one strategy to circumvent the problem. The point seemed to caused a little confusion, as some thought I was saying that all the content and marketing should be targeted to the ARG community only. [Steve was right, this would be quicker over a beer at a conference.] To be clear, that is not how I see a launch operates in any scenario. Launches require putting lots of content out into different communities of interest. My point was that a work that looks indistinguishable from real content would benefit from having a community that identifies it as fiction early in the launch process. That is: to target the ARG community in the first wave. Whether other communities are targeted at the same time or slightly after is a design approach relative to the creator — but the point is to include an ARG community early.

But, since focusing on one strategy in isolation is evidently not the most effective approach, I will step back and look at the bigger picture. One of the issues with ARGs is that they are often referred to as hoaxes, and sometimes (rarely) experienced as hoaxes. So my questions have been:

1) Are ARGs hoaxes?
2) Why are ARGs referred to hoaxes?
3) Why are some ARGs experienced as a hoax?
4) Why is it most ARGs not experienced as hoaxes?

And here are the answers:

Read moreAnti-Hoaxing Strategies and the TINAG Fallacy

‘Patterns in Cross-Media Interaction Design: It’s Much More Than a URL’ for Proceedings of 1st International Conference on Crossmedia Interaction Design

Content can be repurposed, adapted and stretched across platforms. A story can start in one medium and finish in another. How are audiences moved between platforms, and how can one make this traversal a part of the entertainment experience itself? This paper provides an introduction to multi-platform and multi-format entertainment and then outlines the factors … Read more‘Patterns in Cross-Media Interaction Design: It’s Much More Than a URL’ for Proceedings of 1st International Conference on Crossmedia Interaction Design