Collection of ARGs between 2001 and 2021: consolidating the status of an audiovisual and advertising rara avis
DOI:
https://doi.org/10.31637/epsir-2025-308Keywords:
alternate reality games, ARG, branded content, advertisement, transmedia, ludonarrative, hybridisation, media convergenceAbstract
Introduction: Alternate Reality Games (ARGs) present great variability in terms of their objectives and the structures on which they are articulated, which has made it difficult from their origin to compose a solid theoretical and analytical framework, whether from a quantitative or qualitative perspective. Objectives: The aim of this research is to compose a database of ARGs from this double prism, quantitative and qualitative, on questions such as their chronological evolution or their territorial production. Methodology: The methodology applied is based on an exhaustive bibliographical review in order to subsequently organise and classify the results around a series of analysis variables and based on the graphic model of the fundamental components of alternative reality games. Results: The results show a series of asymmetries in the analysis of cases, which lead us to consider the permeability of the scenario to a certain degree of monitoring, but at the same time constantly challenging the characteristics that limit it. Conclusions: As a conclusion, a significant mismatch between name and concept is found, which should lead to semantic and taxonomic reflection, even posing a possible nominal transformation.
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