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Perplex City Exposed « Digital Worlds - Interactive Media and Game Design. Moving on from ARGs Uncovered , which reviewed the IGDA white paper on Alternate Reality Games (ARGs), this post provides you with an opportunity to find out for yourself a little more about the design of the first Perplex City ARG. First up is a presentation by Adrian Hon (who you may remember we’ve come across before… ), of the game development company Mind Candy, which created the original Perplex City ARG as well as its successor….

To set the scene, you may like to read a little bit of background about the game by reading this review of Perplex City … The Wikipedia entry for Perplex City also provides a brief summary of the game. So now you sort of know what it is, let’s here about the game from the inside: “Alternate Reality Games and Perplex City Season 2″, by Adrian Hon (Google Tech Talks) Whilst you are listening to the presentation – or maybe afterwards? The site also contains a brief history of the evolution of the Perplex City map that provided a solid foundation for the game. Xenophile Media // 2007. Home :: World Without Oil. Lost Zombies. Project Abraham.

ARGNet - Alternate Reality Gaming Network. Unfiction.com. Mind Candy » Home. Perplex City Season One. The motto of the story team is 'It's like we did it on purpose'. Accidental coincidences and questions of teleology crop up in every story - especially in ones as long as Season 1.

However, we did actually do an awful lot of planning as well, as will be shown by this selection of planning materials: This flowchart details the sequence of events, puzzles and interaction in the final Ascendancy Point live event. You can probably spot what we left out in the end. Another flowchart about Ascendancy Point, but this time about the Monica Grand/Advisor arc. Excerpts from a very early treatment of the story for Season 1. Rough outline of possible back-story for Perplex City series one. Perplex City is very much like our world. The fundamental difference is that they treat 'intelligence' as a personal quality more highly than we do. The inhabitants of PC are a playful bunch who enjoy a wide variety of riddles, games and puzzles interspersed with their everyday life.

Nov. 11 Memo from Michael: Fallen (ABC Family Miniseries) - ReGenesis. It is revealed Aaron is the Redeemer of prophecy, a Nephilim with the ability to "redeem" the fallen angels and return them to Heaven. After a battle with the Powers, resulting in the apparent death of Ezekiel, Aaron leaves his adopted family and joins Camael in order to fulfill his destiny. Camael arrives to defend Aaron and Vilma from Mazarin, the leader of the Powers, and his forces, but is captured. Aaron and Vilma, however, are saved by Azazel, who had also responded to the signal. Azazel leads them underground, deceiving them by telling them Camael is dead when in fact he isn't. Mazarin begins interrogating Camael in an abandoned church. Now at the Light Bringer's temple, Aaron alone ventures inside, despite the objections of Vilma, who believes something doesn't feel right.

Lucifer attempts to sway Aaron into redeeming him, but a vision Aaron receives on contact with his father causes him to refuse, and an angered Lucifer takes Aaron down to Hell, where he tells him of Vilma. ReGenesis. Et - Alternate Reality Gaming Network. Ocular Effect. I love bees : PuppetMaster Jane McGonigal. PuppetMastering I LOVE BEES was behold: Jane McGonigal > ! Label puppet master creepy ! Reveal truth As a designer and community lead for the ILB project, I "played Dana" -- wrote her blog, answered emails, checked her voice mail, sent Aunt Margaret's honey, and in general was responsible for keeping tabs on everything you guys were up to. When Dana disappeared, I got to do other fun stuff, like make puzzles (my favorites: the cootie catcher and the prisoner's dilemma puzzles), help design the live event missions, masquerade as the Operator on gmail, and track and schedule all of the axons.

IN PHOTOS: (above) "Dana" (me!) I LOVE BEES quicklinks: if you missed the fun, catch up... From rabbit-hole start to Puppetmaster-chat finish, this is a great introduction to the project in 13 short news stories spanning 4 months: Alternate Reality Gaming NetworkNews Coverage behind the scenes: transcript of the post-game Puppetmaster chat In-game: Aunt Margaret's web site Dana's blog Out-of-game: Credits.

Majestic. Jeu en réalité alternée. Un article de Wikipédia, l'encyclopédie libre. Le jeu en réalité alternée est la traduction d’Alternate Reality Game (ARG) qui est un terme anglo-saxon. C’est un « jeu multimédia » qui a pour but d’entretenir un flou entre réalité et jeu. Très proche du jeu vidéo, le genre est peu connu du public français. Fondamentalement, il s'agit de la rencontre entre une chasse au trésor en grandeur nature sous la forme d'un jeu de piste, impliquant le déroulement interactif d'une histoire, l'utilisation de nouvelles technologies et une communauté. Définir le jeu en réalité alternée[modifier | modifier le code] Les concepts de base[modifier | modifier le code] Les termes essentiels à comprendre : ARG : Abréviation de « Alternate Reality Game » : Jeu en réalité alternéeArgonaut : Terme parfois utilisé par les joueurs de jeu en réalité alternée pour se désigner eux-mêmes.PuppetMaster : Le marionnettiste en français.

Le jeu en réalité alternée comme divertissement[modifier | modifier le code] Le jeu vidéo : The Lost Experience - The Lost Podcast Wiki. The Lost Experience. Lost Experience. ABC Entertainment's senior vice president of marketing, Mike Benson, described the game as a hybrid between content and marketing. This type of marketing was previously used by ABC for Lost's premiere in 2004. ABC created a website for the fictional Oceanic Airlines, the airline of the plane that crashed in the show's pilot episode.[6] Premise[edit] The game is divided into five phases.[2] First Phase[edit] The first began on May 2, 2006 in the United Kingdom, May 3, 2006 in the United States and Australia, with a television commercial that aired during an episode of Lost for the fictional Hanso Foundation, a corporation mentioned on the television show.

Second Phase[edit] On June 19, Rachel Blake's blog is revealed in the source code of the Hanso foundation site, which comes to play a major part of the second phase of the game. Third Phase[edit] hansoexposed.com is launched through a stunt at Comic-Con on July 22, 2006, marking the start of the Lost Experience phase three. Sprite[edit] L’identité numérique ? Je ne suis pas le premier à tenter de vulgariser le concept d’identité numérique, Leafar (Raphaël pour les intimes) a ainsi déjà proposé une représentation de l’identité numérique (voir son billet : U.lik unleash Identity 0.2), j’avais également déjà abordé la question dans un précédent billet. Je souhaite avec cet article compléter cette vision et y apporter ma touche personnelle. Les utilisateurs au coeur du web 2.0 Avec la prolifération des blogs et wikis, la multiplication des réseaux sociaux et l’explosion du trafic sur les plateformes d’échanges, les contenus générés par les utilisateurs prennent une place toujours plus importante dans notre consommation quotidienne de l’internet.

Tous ces contenus laissent des traces sur les sites qui les hébergent et dans les index des moteurs de recherche, ils sont également systématiquement rattachés à un auteur. De la volatilité de l’identité numérique Les différentes facettes de l’identité numérique. Panorama des médias sociaux. Aviez-vous remarqué que le terme « web 2.0 » n’est plus à la mode ?

Il faut dire qu’à force de nous survendre du « 2.0 » à toutes les occasions, le concept fini par lasser. Maintenant, on parle de médias sociaux. Car avec un nombre de services en ligne toujours plus important, des concepts tous plus sophistiqués, des copies, des mashups dans tous les sens… il devenait difficile de s’y retrouve. Voilà pourquoi il était important de morceler cette grosse bouillabaisse qu’était devenu le web 2.0 en plusieurs sous-concepts pour en faciliter la compréhension. De ce morcellement sont nés le social shopping, l’entreprise 2.0, les médias sociaux et bien d’autres encore.

Mais a-t-on déjà pris le temps de bien définir ce qu’étaient les médias sociaux ? Publions, partageons, sociabilisons ! Dans « médias sociaux » il y a « média« , ce qui veut dire que les médias sociaux sont des supports numériques à une prise de parole ou une publication. Une infinité d’outils et de services Ouf ! Quels KPIs ? Social Media Landscape. Did you notice that the « Web 2.0 » term was outdated? One can say that after months (years?) Of overselling the « 2.0” » stuff, it begins to fade. Now, modern marketers talks about « Social Media« . Because with always newer services, always more sophisticated concepts, copycat, mashups of mashups… it really begins to be confusing.

This is why it was important to divide this big « ratatouille 2.0 » into smaller meta-concepts to ease the understanding (Enterprise 2.0, Social Shopping, Social Medias…). But have we taken the time to define what social media is? Let’s publish, share and sociabilize! In « Social Media » there is « Media« , which means that social media are digital places for publication. In « Social Media » there is « Social« , which implies sharing (files, tastes, opinions…) but also social interactions (individuals gathering into groups, individual acquiring notoriety and influence…).

Infinity of tools and services Wow, that’s a lot of services to try! You cannot hide anymore. The da Vinci code (#1) : matt-thornton.net. The Da Vinci Code WebQuests. Original Official Promotional WebQuests[edit] The original Da Vinci Code web quest challenges were first made available via the website of the book's author, Dan Brown, as part of a promotional campaign, and both remain hosted on the publisher's website (RandomHouse.com). In January 2004, it was announced on the live television program Good Morning America that hundreds of thousands of people had participated in the original challenge, and that 40,000 people had successfully completed it.

Though the official "prize" was given out at that time, the web versions of the quests were never closed, and have remained active ever since. The original version [1] involved deciphering a series of cryptic clues at the publisher's website. The Google WebQuest[edit] The first part of the puzzle ended on May 11, 2006, with those who qualified as finalists continuing to play until May 21st.

Cryptex Replica, Scroll which includes URL to final puzzle, and box it came in Grand Prize Winner[edit] The Beast (game) An ARG is a game which deliberately blurs the line between the game and the real world. Players investigate the world of the game using the same tools with which they interact with the real world such as websites, email, telephone conversations and even in-person discussions with actors playing game characters. The mantra of The Beast, and most other ARGs, is "This is not a game.

" When a player reads a character's blog, or looks at his employer's website, or even speaks to him on the phone, the character never indicates that he is anything but what the game says he is, whether that's a professor of biology, a kidnapped child, a DP artist, or a robot bounty hunter. The Beast was set in the year 2142, 50 years after the events chronicled in A.I. There were three overlapping entry points to the game, or "rabbit holes" in ARG parlance. Each rabbit hole led to questions about Jeanine Salla, especially since one would not expect a film made in 2001 to require the services of a robotherapist.

The Game (treasure hunt) The Game is a non-stop 24–48 hour treasure hunt, puzzlehunt or road rally that has run in the San Francisco Bay and Seattle areas since 1973. Its teams use vans rigged with power and Internet access and drive hundreds of miles from puzzle site to puzzle site, overcoming often outrageous physical and mental challenges along the way, usually with no sleep. Teams in recent games have been required to walk around the roof of the Space Needle, find a puzzle hidden in a live rat, and circulate a petition to ban dihydrogen monoxide from local ecosystems while dressed in superhero outfits. Game founder Joe Belfiore has described the Game as "the ultimate test for Renaissance men and women. " Two more events were held in the Bay Area before Joe Belfiore moved to Seattle to work for Microsoft, taking the official "The Game" with him (although the San Francisco Bay Area people still consider their games to also be "The Game").

RadioTalkShow : Coast to Coast AM. Coordinates: Coast to Coast AM is a North American (U.S. and Canada) late-night radio talk show that deals with a variety of topics, but most frequently ones that relate to either the paranormal or conspiracy theories. The program is distributed by Premiere Networks, both as part of its talk network and separately as a syndicated program. The program currently airs seven nights a week 1:05 a.m. – 5:00 a.m. Eastern Time (10:05 p.m. – 2:00 a.m. Pacific Time).[1] Originally created and hosted by Art Bell, as of 2014 the program is hosted on most nights by George Noory. Format and subject matter[edit] The Coast to Coast AM format consists of a combination of live callers and long format interviews. On rare occasions, hosts have cut interviews short when it became clear that guests were being dishonest, unethical, unintelligible, abusive, or patronizing. In 2008, Noory volunteered an elaboration of the show's policy respecting the controversial opinions of regular guests.

Hosts[edit] The Game (film)-DavidFincher. From Wikipedia, the free encyclopedia The Game may refer to: Sports and games College sports Music Performers Albums Songs Television Programs Episodes Film Literature Other See also. ARG_Alternate reality game. An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions.

The form is defined by intense player involvement with a story that takes place in real time and evolves according to players' responses. Subsequently, it is shaped by characters that are actively controlled by the game's designers, as opposed to being controlled by artificial intelligence as in a computer or console video game. Players interact directly with characters in the game, solve plot-based challenges and puzzles, and collaborate as a community to analyze the story and coordinate real-life and online activities. ARGs generally use multimedia, such as telephones, email and mail but rely on the Internet as the central binding medium. Definition[edit] Unique terminology[edit] Among the terms essential to understand discussions about ARGs are: Computer/console/video games.

Majestic (video game) TheBeast_offlineGame. The Beast Cloudmakers (Speilberg/Yahoo) cloudmakers.org. So What, Exactly, Do Online Gamers Want? Fred : Web 2.0 : un album. _vision. Video game genres.