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Perplex City Exposed « Digital Worlds - Interactive Media and Game Design. Xenophile Media // 2007. Runes - générator. World Without Oil. Lost Zombies. Project Abraham. ARGNet - Alternate Reality Gaming Network. Mind Candy » Home. Perplex City Season One. Fallen (ABC Family Miniseries) - ReGenesis. ReGenesis. Et - Alternate Reality Gaming Network. Ocular Effect. I love bees : PuppetMaster Jane McGonigal.

PuppetMastering I LOVE BEES was behold: Jane McGonigal > !

I love bees : PuppetMaster Jane McGonigal

Majestic. Jeu en réalité alternée. Un article de Wikipédia, l'encyclopédie libre.

Jeu en réalité alternée

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] 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.

Lost Experience

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] 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.

l’identité numérique ?

Je souhaite avec cet article compléter cette vision et y apporter ma touche personnelle. Les utilisateurs au coeur du web 2.0. Panorama des médias sociaux. Aviez-vous remarqué que le terme « web 2.0 » n’est plus à la mode ?

Panorama des médias sociaux

Social Media Landscape. Did you notice that the « Web 2.0 » term was outdated?

Social Media Landscape

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. The da Vinci code (#1) : 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 (

The Da Vinci Code WebQuests

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. The Beast (game) An ARG is a game which deliberately blurs the line between the game and the real world.

The Beast (game)

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 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. 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.

RadioTalkShow : Coast to Coast AM

The Game (film)-DavidFincher. From Wikipedia, the free encyclopedia The Game may refer to: Sports and games College sports Music.

The Game (film)-DavidFincher

ARG_Alternate reality game. An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and uses 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. Defining alternate reality gaming[edit] Unique terminology[edit] Majestic (video game) Majestic is one of the first alternate reality games (ARGs), a type of game that blurs the line between in-game and out-of-game experiences.

It debuted on July 31, 2001. While noted for its unusual concept, it did not fare well commercially. The game comprised five episodes: A pilot episode was free to try but the four remaining episodes required players to join's Platinum Service, which cost $9.95 USD per month. After the September 11, 2001 attacks, EA paused the service because of the game's subject matter.[2] EA discontinued Majestic on April 30, 2002 citing too few players.[3] There were 5 episodes per Season. The game was cancelled before Season 2 could be released.[4] Retail copies of the game included the game on CD-ROM, a copy of Internet Explorer and AIM, and some bonus music tracks in MP3 format. TheBeast_offlineGame. The Beast Cloudmakers (Speilberg/Yahoo) So What, Exactly, Do Online Gamers Want? IT was billed as a new form of online entertainment, one that would broaden the base of people who play games on the Internet. Majestic, an online suspense thriller introduced last year with great fanfare by Electronic Arts, was episodic and interactive, offering additions to the story line each month and reaching outside the computer to infiltrate players' lives with e-mail, faxes and even telephone calls that advanced the plot.

The game's slogan was ''It plays you.'' But that turned out to be precisely the problem. ''Players want to play at their own speed,'' said Jeff Brown, director of corporate communications for Electronic Arts, based in Redwood City, Calif. Fred : Web 2.0 : un album. _vision. Video game genres.