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5 questions in 5 min = 50 points

5 questions in 5 min = a big +1 for Jane

WWO’s own Participation Architect, Jane McGonigal, continues her business-of-ARGs evangelism in this article in Businessweek, and answers five questions posed by Businessweek about Alternate Reality Games in this 6-min video. As Jane notes, it’s important for businesses to take note of and get involved with the sort of massively peer-peer learning, collaborative brainstorming, and shaping of win-win futures that alternate reality games can spark – not just for their own business success but for the improvement of quality of life in general. Or as Jane puts it, “increasing the odds of us collaboratively inventing a future that we all want to live in.” Go Jane!

Speaking of crises, I’m trying to clean up my desk. Here’s something easy to pitch out: a letter from Newt Gingrich. According to the envelope he needs my help to send a message to Congress:

Drill Here. Drill Now. Pay Less.

Strangely, he doesn’t mention that Drilling Here will net a nationally insignificant amount of oil, Drilling Now won’t yield that insignificant amount of oil for 8 or 10 years, and the Less we would be Paying would be about six cents per gallon. He also neglects to mention that we would be drilling in ecologically sensitive areas and all the profit from drilling would go to oil companies. Too bad this isn’t the World Without Oil game, where our hardheaded players put a natural check on unsupported, unsupportable emotional fantasizing.

Rewarding good players

Rewarding good players

And now I pick up a letter from the CEO of United Airlines, urging me as an airline customer to support efforts to curb oil speculators, whom the airline industries define as people who don’t actually use oil, i.e. people who are not them. I guess I can understand why the airlines would want to get the other bidders in the room out of the room, but would that really lower oil prices? Oil futures are different from other commodities futures: owners can’t sit on oil, to drive up its value; just because you pay more doesn’t mean it’s worth more; when the contracts come due, speculators need to sell their oil futures to someone who actually uses oil. If at that point the speculator paid too much for the oil, they take a loss. (We may see speculators taking such losses later this year, in fact, if oil prices don’t rise again.) Again, too bad this isn’t the World Without Oil game, which naturally invoked collective intelligence to examine claims such as the United Airlines letter for accuracy. But then again, maybe this letter actually supports the World Without Oil results; in the game, the airlines couldn’t adapt to the abrupt rise in oil prices, made bad decisions and went bankrupt.

At this point I am reminded of Jane McGonigal’s keynote at SXSW: Reality Is Broken: Games Can Fix It. In it, she listed four ways in which games do better than reality in generating happiness. I think that World Without Oil adds a fifth point to her roster: Games don’t reward people for sloppy play. Photo by Now and Here via Flickr.

ARGFest on Flickr

The ARGFest Photo Pool on Flickr

I’m here at ARGFestoCon in Boston, mingling with the faithful and visionary members of the Alternate Reality Game tribe, and the central theme seems to be the future of this genre. Quo vadis?

I wouldn’t go so far as to offer a consensus view or even suggest that there is one, but I think these views hold a good deal of currency:

  • The future is bright for interactive experiences of the ARG type. (Wikipedia)
  • ARGlike experiences are the most affective media experiences out there, period.
  • The ARG idea is growing fast and people are cognitively exploring its frontiers. As a result, the actual term “alternate reality game” has hit its cognitive limit, and new terms are about to emerge to describe these experiences.

To date, ARGs have basically fallen into two camps: (1) commercially funded endeavors that tell a story for (ultimately) a marketing reason – often to augment a movie or game story; (2) homegrown endeavors where ARG players use the ARG form to tell their own story (or extend a movie or game story in a fanfic way). As a non-entertainment, storymaking (as opposed to storytelling) experience, the World Without Oil game is on the fringe of the conversations.

I moderated a panel that discussed Serious ARGS (ARGs used for serious purposes such as education and training) and also Independent ARGs (non-commercial ones). Panelist Alice Leung, of BBN, described how DARPA is funding research about the effectiveness of ARGs to grow long-term collaborative behavior in organizations. Panelist Brian Clark of GMD Studios gave us an insight into further possibilities in this area: he described an inquiry he had received from a university interested in establishing a 4-year collaborative experience that an entire class of students would play together during their time at the university. Such an augmented reality is a fascinating idea that opens up a treasure trove of possible projects and clients.

In my view, however, all these approaches are missing one of the fundamental strengths of ARGlike experiences: the immersive power of storymaking. All of the above are storytelling projects, where people who like to tell stories use the ARG form to people who like to experience them, and there is a level of abstraction or detachment that’s inherently present. In World Without Oil, the players pretty much wrote the story collaboratively. As a result, in WWO there is no abstraction, no external reward, no comfort zone of “oh good, I found what the gamemasters wanted me to find.” There is only the person directly inside the “what if?” reality, and the journey is inward.

It’s been fun hobnobbing with my fellow wizards in the wonderful land of ARGz, but some of my best conversations have been with the players. One introduced herself as “just a player,” but the game designers present quickly corrected her: in the ARG world, the player is “the player,” we are “just the game designers.”

by Education Week“Games that center on realistic problems can help develop many important skills, ranging from teamwork to problem-solving to understanding relevant content,” says Eric Klopfer, the director of the Teacher Education Program at the Massachusetts Institute of Technology and the author of the book Augmented Learning. “In many ways, these games are more scalable and classroom-friendly than other video games, in that they don’t require special technologies or even extensive training. World Without Oil is a great example of how this could be possible.” Nice article about Alternate Reality Games in Education by Katie Ash. Reminder: you can find WWO lesson plans for high school teachers at http://worldwithoutoil.org/teach

at the New Yorker Conference \If you want to get a solid picture of what World Without Oil signified to the world, listen to WWO’s participation architect, Jane McGonigal, at the New Yorker conference earlier this month, “Stories from the Near Future.”

What Jane’s saying is that games have turned a corner from Escapism to Engagement (not just WWO, but it’s perhaps the most potent example) and… well, she tells it way better than I do, so check out the vid.

It was the world's first serious alternate reality game, a cooperative pre-imagining of a global oil crisis. Over 1900 players collaborated in May 2007 to chronicle the oil crisis with their own personal blog posts, videos, images and voicemails. The game ended after simulating the first 32 weeks of the oil shock, but its effects continue, as game designers analyze its unique gameplay and we all watch the continuing drama with global oil prices and supply.