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What can videogames learn from alternate reality games? And vice versa? Brandie Minchew summarizes the two discussions at SXSW here in her article at ARGNet. One of her conclusions: “Serious games have found a niche in the game world as game designers turn society’s search for ‘fun’ into a dialog about social and political issues.” This echoes a point I like to make: World Without Oil was a really fun game, just a different flavor of “fun” than what we’re used to finding in a game. Exactly the kind of fun you get from a really good dialog?

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.