Jane McGonigal blogged recently about “experience grenades” – games like World Without Oil that can be worldview-changing for their players. Why “grenade”? Experiencing the game is like pulling the pin, she says. Playing the game isn’t necessarily any big thing. It’s sometime later that the “experience” goes off and your worldview gets changed.
This of course is nothing new: I think many of us have had a “grenade” experience with a really great book, movie or other work of art. But I believe the game experience inherently packs a more powerful explosion. Books and movies put a layer of abstraction between you and the experience that games don’t; in some sense you are always “in” a game in a way that you never are with a book or movie. And ARGs in particular really enhance being “in the game.” (There’s no avatar, for one thing; it’s really you.) When there’s no set narrative except the one being created by the players – a la Superstruct or SF0 or World Without Oil – the immersion gets stronger still.
This concept is important for decisionmakers to internalize as they ponder funding for a game. Traditional metric structures for assessing impact do not carry over well to the game sphere, precisely because of phenomena such as the experience grenade. Just as socially collaborative projects such as Wikipedia are revolutionizing how business gets done, alternate reality games are revolutionizing what activism is and what brands do – and yeah, that change is arriving right now, with explosive force. Photo by Stephen Poff via Flickr.