Describing interactivity in alternate reality games through the inter-author concept

Authors

DOI:

https://doi.org/10.31637/epsir-2024-307

Keywords:

alternate reality games, hybridization, interactivity, interauthorship, ludology, media convergence, narratology, transmedia

Abstract

Introduction: The interactive element in alternate reality games (ARG) is commonly treated as one of the fundamental ingredients of the genre, something that becomes disruptive as soon as the anatomy of the phenomenon is analyzed and in either sense, up to a point. state of excess or complete deficiency. Objectives: The present work aims to scrutinize said casuistry, conceptualizing its peculiarities through a new term, interauthor. Methodology: The methodology used is based on the selection of the defining parameters of interactivity as a concept and is concerned with comparing the interactivity manifested in the ARGs with other analogous forms to evaluate the results of the interactive action, a condition for the foundation of the inter-authorship regime. as a synthesis concept. Discussion: Given such casuistry, it is necessary to use an unprecedented term, capable of capturing its peculiarities and, in the process, inaugurating what could become a possible nominal transformation of the entire genre. Conclusions: The initial hypothesis that posed a casuistry of interactivities within the ARG universe is corroborated and gives rise to a new conceptual and terminological scenario.

Downloads

Download data is not yet available.

Author Biography

David Ruiz-García, Universidad de Sevilla

David Ruiz-García holds a PhD in Communication from the University of Seville (US). He has taught communication, digital communication and advertising at the San Isidoro University Centre, attached to the Pablo de Olavide University, at the University of Santiago de Compostela and at the University of Seville. His main areas of research are audiovisual creativity, media hybridisation, branded content, audiovisual scripting, video games and hyperfictions, specialising in the study of alternative reality games, on which he has written numerous articles and book chapters. In addition to his academic work, David has been an advertising creative, freelance scriptwriter and professional musician since 2001.

References

Aarseth, E. (1997). Perspectives on Ergodic Literature. The Johns Hopkins University Press.

Askwith, I. (2006). This Is Not (Just) An Advertisement. Understanding Alternate Reality Games. [Libro blanco]. MIT Convergence Culture Consortium.

Barlow, N. (2006). Types of ARG. En A. Martin, B. Thompson, T. Chatfield (Eds.) Alternate Reality Games white paper. IGDA ARG SIG.

Caillois, R. (1986). Los Juegos y los Hombres. La máscara y el vértigo. Colección popular, fondo de cultura económica, México.

Cameron, A. (1995). Dissimulations:Illusions of interactivity. Millennium Film Journal, 28. http://www.mfj-online.org/journalPages/MFJ28/Dissimulations.html

Dena, C. (2008). Emerging Participatory Culture Practices: Player-Created Tiers in Alternate. Convergence: The International Journal of Research into New Media Technologies. University of Sydney (Australia). DOI: https://doi.org/10.1177/1354856507084418

Eskelinen, M. (22/05/2004). Towards Computer Game Studies. Electronic Book Review. http://electronicbookreview.com/essay/towards-computer-game-studies/

Frasca, G. (2003). Ludologists love stories, too: notes from a debate that never took place. DiGRA 2003 International Conference: Level Up, 2. https://acortar.link/sDy5Vf

Gabarri, M. (16/05/2018). Cuando Alicia cayó por la madriguera: Los juegos de realidad alternativa. Gamereport. https://gamereport.es/cuando-alicia-cayo-por-la-madriguera/

Gil González, A. J. (2019). La metalepsis en el videojuego y la realidad virtual (Narratólogos versus ludólogos reloaded). En T. Gómez Trueba, M. Martínez Deyros (Eds) Página y pantalla. Interferencias metaficcionales. Ediciones Trea.

Gil González, A. J. (2020). De la previrtualidad a las experiencias virtuales (EVs): una aproximación a la narrativa del medio interactivo desde los estudios intermediales comparados. En A. Abuin González, F. Cabo Aseguinolaza, y A. Casas (Coords) Textualidades (inter)literarias, lugares de lectura y nuevas perspectivas teórico-críticas. Iberoamericana Vervuert. DOI: https://doi.org/10.31819/9783968690612

Gil González, A. J., Ruiz-García, D. (2024). Simulaciones analógicas del videojuego. En J. L. Navarrete Cardero, y C. Ramírez-Moreno (coords.) El videojuego en la periferia. Prácticas culturales desde los márgenes del OCIO digital. Sevilla: Editorial Universidad de Sevilla (Colección Studere Ludum, nº. 1). https://dx.doi.org/10.12795//9788447225224 DOI: https://doi.org/10.12795//9788447225224

Herrero Herrero, M. (2015). Hiperficción. Editorial Cinestesia.

Iat20 (13/04/2021). Juegos de realidad alternativa: Una nueva dimensión lúdica. IAT. https://iat.es/blog/juegos-realidad-alternativa/

Jenkins, H. (2006). Convergence Culture: Where old and new media collide. Ediciones NYU Press.

Juul, J. (Noviembre de 1998). El choque entre juego y narración. Conferencia Digital Arts and Culture (arte digital y cultura), Bergen. http://www.jesperjuul.net/text/clash_between_game_and_narrative.html

Juul, J. (2001). Games telling stories. The international journal of computer game research. Volume 1, issue 1, july 2001 http://gamestudies.org/0101/juul-gts/

Kim, J. H. (2004). Immersive Story: A View of Role-played Drama. En M. Montola, J. Stenros (Eds) en coordinación con la convención Solmukohta '04, Beyond Role and Play. https://www.darkshire.net/jhkim/rpg/theory/narrative/immersivestory.html

Lacabanne, R. (2010). ¿Qué entendemos por interactividad? Red Mercosur de Facultades de Diseño y Arte Multimedial, Terceras Jornadas Interuniversitarias, Área Transdepartamental de Artes Multimediales – IUNA. https://www.academia.edu/475633/_Qu%C3%A9_entendemos_por_interactividad

Lamarca Lapuente, M. J. (2018). Hipertexto: El nuevo concepto de documento en la cultura de la imagen. [Tesis de Doctorado, Universidad Complutense de Madrid]. http://www.hipertexto.info/documentos/hipertexto.htm

Landow, G. P. (2009). Hipertexto, 3.0. Paidós.

Mateas, M. (2001). A preliminary poetics for interactive drama and games. Digital Creativity, 12(3), 140-152. DOI: https://doi.org/10.1076/digc.12.3.140.3224

Mateas, M., Stern, A. (2007). Interaction and Narrative. [Capítulo de la Tesis de Doctorado de Mateas, Expressive AI (AI-based art and entertainment)].

McGonigal, J. (2003). A Real Little Game: The Performance of Belief in Pervasive Play. Pro-ceedings of DiGRA’s Level-Up.

McGonigal, J. (Octubre de 2005). Alternate Reality Gaming experimental social structures for MMOs. Austin Game Conference

McGonigal, J. (2011). Reality is Broken: Why games make us better and how they can change the world. Penguin Press.

McGonigal, J. (2020). Games. Jane McGonigal https://janemcgonigal.com/play-me/

Miguel Trula, E. (27/08/2017). Los antecesores de Manuel Bartual: seis famosos ARGs de Internet por si te quedaste con ganas de más. Magnet. https://acortar.link/FKYdTP

Murray, J. (1997). Hamlet en la Holocubierta. Paidós.

Novak, J. (2005). Game Development Essentials: An Introduction. Delmar Cengage Learning.

Murray, J. (2004). From Game-Story to Cyberdrama. En N. Wardrip-Fruin, y P. Harrigan (Eds.) First Person: New Media as Story, Performance, and Game. (pp. 2-11). MIT Press.

Palmer, C. y Petroski, A. (2016). Alternate Reality Games. Gamification for Performance. Boca Ratón: CRC Press. DOI: https://doi.org/10.1201/b19515

Perlin, K. (2004). Can There Be a Form between a Game and a Story? En N. Wardrip-Fruin, y P. Harrigan (Eds.) First Person: New Media as Story, Performance, and Game. (pp. 12-18). MIT Press.

Phillips, A. y Martin, A. (2006). Business Models. En A. Martin, B. Thompson, y T. Chatfield (Eds.) Alternate Reality Games White Paper. IGDA ARG SIG.

Rafaeli, S. (1988). Interactivity: From new media to communication. En R. P. Hawkins, J. M. Wiemann, y S. Pingree (Eds.), Sage Annual Review of Communication Research: Advancing Communication Science: Merging Mass and Interpersonal Processes, 16. https://acortar.link/OtVEuP

Rogers, E. (1986). Communication technology. The new media in society. Free Press.

Rost, A. (Octubre de 2004). Pero, ¿de qué hablamos cuando hablamos de Interactividad? Congresos ALAIC/IBERCOM 2004 La Plata.

Ruiz-García, D. (2022). Juegos de Realidad Alternativa: nuevas aproximaciones taxonómicas en camino a una redefinición del género. En G. Paredes Otero, y I. López-Redondo (Coordinadores) Cultura audiovisual, periodismo y política: nuevos discursos y narrativas en la sociedad digital. Madrid: Ed. Dykinson.

Ruiz-García, D. (2023). El vector lúdico en los juegos de realidad alternativa: desmontando una aporía fundamental en el género. Redmarka. 27(1), 21-39. https://doi.org/10.17979/redma.2023.27.1.9604 DOI: https://doi.org/10.17979/redma.2023.27.1.9604

Scolari, C. A. (2013). Narrativas Transmedia. Grupo Planeta. DOI: https://doi.org/10.1515/sem-2013-0038

Stacey, S. (10/11/2006). Undefinig ARG. Unfiction. http://www.unfiction.com/compendium/2006/11/10/undefining-arg/2/

Szulborski, D. (2005). This Is Not A Game. A Guide to Alternate Reality Gaming. New Fiction Publishing.

Szulborski, D. (2006). Through the rabbit hole. New Fiction Publishing.

Torrebejano, A. (2019). Juegos en vivo: Experiencias ARG, del Real Game a las Realidades Alternativas. El Cañonazo Transmedia. https://acortar.link/rCMxJP

Published

2024-07-05

How to Cite

Ruiz-García, D. (2024). Describing interactivity in alternate reality games through the inter-author concept. European Public & Social Innovation Review, 9, 1–21. https://doi.org/10.31637/epsir-2024-307

Issue

Section

INNOVATING IN CUTTING-EDGE TECHNOLOGIES