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Why I love bees




           Alternate Reality Gaming

                  Taken From:
   Why I Love Bees: A Case Study in Collective
   Intelligence Gaming, Jane McGonigal, 2007
Alternate Reality Gaming, Kim, Allen & Lee, 2008
     Jordan Weisman, Edge Interview, 2009
ARG
 An alternate reality game (ARG) is an
 interactive narrative that uses the real world
 as a platform, often involving multiple media
 and game elements, to tell a story that may
 be affected by participants' ideas or actions.

(Wikipedia, emphasis mine)
The Hidden Game
“A typical ARG would not even acknowledge or
  promote the fact that it is a game, yet every
  Web site or discussion group may contain and
  reveal a potential clue”, Kim et al.
Features
• Compelling Narrative
• Collaborative Gameplay
• Multiple communication channels:
  – Web pages, email, phone calls, print media, ...
• Game players create own channels
  – Discussion boards, email, meetings, ...
• Developers can respond to players actions
  – Performance not product
I Love Bees
• First major successful ARG was The Beast – a
  game tied to the Spielberg film AI, and seeded
  through clues in movie posters
• Second was I Love Bees – a game tied to the
  release of Halo 2
  – Seeded initially with jars of promotional honey
    sent to journalists
  – ilovebees.com URL shown at end of Halo 2 cinema
    trailer
Ilovebees.com
• An apparently hacked bee lover’s web-site
  – Mysterious meaningless messages
  – Ominous count-down timer
  – Message from the amateur web-site admin asking
    for help
     • Goes into hiding after exchanging around 100 emails
       with players
• No stated goals or rules
Backstory
• From the Halo universe, a ship controlled by a
  sentient ‘good’ AI has crash landed on Earth
  – Hiding on the internet
  – Web admin deletes part of the AI memory
• Other sentient AI programs and one Covenant
  AI are also on Earth
• Players have to work out what is happening
  first – before they can help
Collective Intelligence (CI)
• Challenge: “To create puzzles and challenges
  that no single person could solve on their
  own” (Elan Lee, director)
• Solved by approx 100,000 active players over
  4 months (3 million players in total)
  – One million message board posts
  – 33,000 chat messages/day
Responding to Players
• Community discussion boards, fan pages and
  IRC channels were monitored
• Story adapted to respond to player actions
  – E.g. When the good AI’s hiding place was given
    away by some players
  – Can also push more clues as needed, or add extra
    puzzles if players progress is too rapid
• Key sections planned ahead, but adapted as
  needed
Participatory Design
“Players assumed that the ILB design team
knew exactly how the game would unfold and
therefore would always be a step ahead of the
players. When the game concluded in
November 2004, ILB gamers were genuinely
surprised to hear the design team say the
gamers themselves had control over how the
plot unfolded.” Kim et al.
Building CI
• Collective problem solving of gamers in ARGs
  is a key feature
• Serious applications?
  – As a teaching tool
  – Large scale role play (“real play”) problem solving:
    generating novel solutions for real problems
Future of ARG
References
• Weisman, J. (2009, December). Traveller: Interview
  with Jordan Weisman. Edge, (208), 78-83.
• Kim, J. Y., Allen, J. P., & Lee, E. (2008). Alternate reality
  gaming. Commun. ACM, 51(2), 36-42.
  doi:10.1145/1314215.1314222
• McGonigal, J. (2007). Why I Love Bees: A Case Study in
  Collective Intelligence Gaming. The John D. and
  Catherine T. MacArthur Foundation Series on Digital
  Media and Learning, (The Ecology of Games:
  Connecting Youth, Games, and Learning), 199-227.
  doi:10.1162/dmal.9780262693646.199
• ARGOSI, http://argosi.playthinklearn.net/index.htm

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Why i love bees: ARG and collective intelligence

  • 1. Why I love bees Alternate Reality Gaming Taken From: Why I Love Bees: A Case Study in Collective Intelligence Gaming, Jane McGonigal, 2007 Alternate Reality Gaming, Kim, Allen & Lee, 2008 Jordan Weisman, Edge Interview, 2009
  • 2. ARG An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions. (Wikipedia, emphasis mine)
  • 3. The Hidden Game “A typical ARG would not even acknowledge or promote the fact that it is a game, yet every Web site or discussion group may contain and reveal a potential clue”, Kim et al.
  • 4. Features • Compelling Narrative • Collaborative Gameplay • Multiple communication channels: – Web pages, email, phone calls, print media, ... • Game players create own channels – Discussion boards, email, meetings, ... • Developers can respond to players actions – Performance not product
  • 5. I Love Bees • First major successful ARG was The Beast – a game tied to the Spielberg film AI, and seeded through clues in movie posters • Second was I Love Bees – a game tied to the release of Halo 2 – Seeded initially with jars of promotional honey sent to journalists – ilovebees.com URL shown at end of Halo 2 cinema trailer
  • 6.
  • 7. Ilovebees.com • An apparently hacked bee lover’s web-site – Mysterious meaningless messages – Ominous count-down timer – Message from the amateur web-site admin asking for help • Goes into hiding after exchanging around 100 emails with players • No stated goals or rules
  • 8.
  • 9. Backstory • From the Halo universe, a ship controlled by a sentient ‘good’ AI has crash landed on Earth – Hiding on the internet – Web admin deletes part of the AI memory • Other sentient AI programs and one Covenant AI are also on Earth • Players have to work out what is happening first – before they can help
  • 10. Collective Intelligence (CI) • Challenge: “To create puzzles and challenges that no single person could solve on their own” (Elan Lee, director) • Solved by approx 100,000 active players over 4 months (3 million players in total) – One million message board posts – 33,000 chat messages/day
  • 11. Responding to Players • Community discussion boards, fan pages and IRC channels were monitored • Story adapted to respond to player actions – E.g. When the good AI’s hiding place was given away by some players – Can also push more clues as needed, or add extra puzzles if players progress is too rapid • Key sections planned ahead, but adapted as needed
  • 12.
  • 13. Participatory Design “Players assumed that the ILB design team knew exactly how the game would unfold and therefore would always be a step ahead of the players. When the game concluded in November 2004, ILB gamers were genuinely surprised to hear the design team say the gamers themselves had control over how the plot unfolded.” Kim et al.
  • 14. Building CI • Collective problem solving of gamers in ARGs is a key feature • Serious applications? – As a teaching tool – Large scale role play (“real play”) problem solving: generating novel solutions for real problems
  • 15.
  • 16.
  • 18. References • Weisman, J. (2009, December). Traveller: Interview with Jordan Weisman. Edge, (208), 78-83. • Kim, J. Y., Allen, J. P., & Lee, E. (2008). Alternate reality gaming. Commun. ACM, 51(2), 36-42. doi:10.1145/1314215.1314222 • McGonigal, J. (2007). Why I Love Bees: A Case Study in Collective Intelligence Gaming. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, (The Ecology of Games: Connecting Youth, Games, and Learning), 199-227. doi:10.1162/dmal.9780262693646.199 • ARGOSI, http://argosi.playthinklearn.net/index.htm

Editor's Notes

  1. Image: Public domain image of a Honey Bee, Jon Sullivan, http://en.wikipedia.org/wiki/File:Bees_Collecting_Pollen_2004-08-14.jpg