Article commissioned by Meanland (Meanjin & Overland Literary Journals). I wrote it about ‘Some Things I’ve Learned about Transmedia Worldbuilding‘. “If you’re playing transmedia bingo, ‘worldbuilding’ scores 10 points and one of those little jelly desserts from the kitchen. It is a term used by just about every transmedia evangelist, and me in the early … Read more‘Some Things I’ve Learned about Transmedia Worldbuilding’ for Meanland
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
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
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
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?