Alternate Reality Games SIG/Whitepaper

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IGDA ARG SIG WhitePaper

Due to the size of the paper, the content has been broken up by section.

Contents

  • Foreword
    • Disclaimer
  • Credits
    • Editors
    • Contributors
  • Introduction
    • What is an ARG?
    • ARGs and MMOGs
  • Antecedents to Alternate Reality Games
    • ARGs in Fiction
    • ARG-like Games
    • Performance Art
    • Literary Hoaxes
    • ARGs and Politics
  • Types of ARG
    • Introduction
    • Promotional
    • Grassroots
    • Productized
    • Single-Player
    • Educational/Training
  • Current & Recent Games
    • Introduction
    • Catching the Wish
    • EDOC Laundry
    • Last Call Poker
    • The LOST Experience
    • Ocular Effect
    • Omnifam
    • Orbital Colony
    • Perplex City
    • ReGenesis
    • Studio Cypher
    • Who Is Benjamin Stove
  • Methods and Mechanics
    • Exposition
    • Interaction
    • Challenges
    • Integrating the Pieces
    • Constraints
  • Understanding your Audience
    • Community Play
    • Levels of Engagement
    • Player Roles
    • The Audience Relationship
  • Business Models
    • Current and Recent Models
    • First Wave: Marketing Campaigns
    • Second Wave: Non-profit Games
    • Third Wave: Productized mini-ARGs
    • Fourth Wave: Indirect Revenue
    • Other Models
    • Fundamental Issues
    • Current Trends
  • ARGs and Academia
    • Background or How Academics & ARGs Fell For Each Other
    • Current research
    • ARG Communities: Why They're The Best Gang in Town
    • ARGs & Philosophy: How ARGs Battleaxe Boundaries
    • ARGS & Education: Why No School Should Be Without One
    • ARGs & Entertainment: “The Citizen Kane of Online Entertainment”
    • Future Directions
  • Appendix 1: Academic Citations

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Trends in ARGs 2007

2007 Trends

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