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Alternate Reality

The Experts below are selected from a list of 1350 Experts worldwide ranked by ideXlab platform

Elizabeth Bonsignore – 1st expert on this subject based on the ideXlab platform

  • it was colonel mustard in the study with the candlestick using artifacts to create an Alternate Reality game the unworkshop
    arXiv: Human-Computer Interaction, 2018
    Co-Authors: Alina Striner, Elizabeth Bonsignore, Lennart E Nacke, Matthew Louis Mauriello, Zachary O Toups, Carlea Holljensen, Heather Kelley

    Abstract:

    Workshops are used for academic social networking, but connections can be superficial and result in few enduring collaborations. This unworkshop offers a novel interactive format to create deep connections, peer- learning, and produces a technology-enhanced experience. Participants will generate interactive technological artifacts before the unworkshop, which will be used together and orchestrated at the unworkshop to engage all participants in an Alternate Reality game set in local places at the conference.

  • roles people play key roles designed to promote participation and learning in Alternate Reality games
    Annual Symposium on Computer-Human Interaction in Play, 2016
    Co-Authors: Elizabeth Bonsignore, Derek L Hansen, Kari Kraus, Amanda Visconti, Ann Fraistat

    Abstract:

    In this paper, we outline specific roles that are used by designers of Alternate Reality Games (ARGs) to help promote and sustain player participation and provide educational scaffolding. These roles were derived through analysis of a representative sample of ARGs and two case studies of small scale, education-based ARGs. In particular, we found that the approach that designers take to incorporate in-game protagonists (“protagonist-by-proxies” and “protagonist-mentors”) can influence the ways in which 1) players gain access to the disparate narrative and ludic elements within an ARG and 2) designers can integrate collaborative learning opportunities authentically into the narrative and gameplay.

  • CHI PLAY – Roles People Play: Key Roles Designed to Promote Participation and Learning in Alternate Reality Games
    Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
    Co-Authors: Elizabeth Bonsignore, Derek L Hansen, Kari Kraus, Amanda Visconti, Ann Fraistat

    Abstract:

    In this paper, we outline specific roles that are used by designers of Alternate Reality Games (ARGs) to help promote and sustain player participation and provide educational scaffolding. These roles were derived through analysis of a representative sample of ARGs and two case studies of small scale, education-based ARGs. In particular, we found that the approach that designers take to incorporate in-game protagonists (“protagonist-by-proxies” and “protagonist-mentors”) can influence the ways in which 1) players gain access to the disparate narrative and ludic elements within an ARG and 2) designers can integrate collaborative learning opportunities authentically into the narrative and gameplay.

Kari Kraus – 2nd expert on this subject based on the ideXlab platform

  • roles people play key roles designed to promote participation and learning in Alternate Reality games
    Annual Symposium on Computer-Human Interaction in Play, 2016
    Co-Authors: Elizabeth Bonsignore, Derek L Hansen, Kari Kraus, Amanda Visconti, Ann Fraistat

    Abstract:

    In this paper, we outline specific roles that are used by designers of Alternate Reality Games (ARGs) to help promote and sustain player participation and provide educational scaffolding. These roles were derived through analysis of a representative sample of ARGs and two case studies of small scale, education-based ARGs. In particular, we found that the approach that designers take to incorporate in-game protagonists (“protagonist-by-proxies” and “protagonist-mentors”) can influence the ways in which 1) players gain access to the disparate narrative and ludic elements within an ARG and 2) designers can integrate collaborative learning opportunities authentically into the narrative and gameplay.

  • CHI PLAY – Roles People Play: Key Roles Designed to Promote Participation and Learning in Alternate Reality Games
    Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
    Co-Authors: Elizabeth Bonsignore, Derek L Hansen, Kari Kraus, Amanda Visconti, Ann Fraistat

    Abstract:

    In this paper, we outline specific roles that are used by designers of Alternate Reality Games (ARGs) to help promote and sustain player participation and provide educational scaffolding. These roles were derived through analysis of a representative sample of ARGs and two case studies of small scale, education-based ARGs. In particular, we found that the approach that designers take to incorporate in-game protagonists (“protagonist-by-proxies” and “protagonist-mentors”) can influence the ways in which 1) players gain access to the disparate narrative and ludic elements within an ARG and 2) designers can integrate collaborative learning opportunities authentically into the narrative and gameplay.

  • design tactics for authentic interactive fiction insights from Alternate Reality game designers
    Human Factors in Computing Systems, 2014
    Co-Authors: Elizabeth Bonsignore, Derek L Hansen, Kari Kraus, Vicki Moulder, Carman Neustaedter, Allison Druin

    Abstract:

    This paper presents insights from designers of Alternate Reality Games (ARGs) regarding the design tactics they employ to integrate participatory storytelling and “authentic fiction” into the transmedia experiences they create. Our approach was motivated by recent efforts in HCI to more closely align the development of interaction design theory to the craft knowledge and experiences of designers themselves. The resulting insights enhance our understanding of design approaches that a diverse group of ARG producers follow to create interactive, participatory narratives. We outline narrative-specific themes to support designers who craft similar interactive experiences.

Derek L Hansen – 3rd expert on this subject based on the ideXlab platform

  • roles people play key roles designed to promote participation and learning in Alternate Reality games
    Annual Symposium on Computer-Human Interaction in Play, 2016
    Co-Authors: Elizabeth Bonsignore, Derek L Hansen, Kari Kraus, Amanda Visconti, Ann Fraistat

    Abstract:

    In this paper, we outline specific roles that are used by designers of Alternate Reality Games (ARGs) to help promote and sustain player participation and provide educational scaffolding. These roles were derived through analysis of a representative sample of ARGs and two case studies of small scale, education-based ARGs. In particular, we found that the approach that designers take to incorporate in-game protagonists (“protagonist-by-proxies” and “protagonist-mentors”) can influence the ways in which 1) players gain access to the disparate narrative and ludic elements within an ARG and 2) designers can integrate collaborative learning opportunities authentically into the narrative and gameplay.

  • CHI PLAY – Roles People Play: Key Roles Designed to Promote Participation and Learning in Alternate Reality Games
    Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
    Co-Authors: Elizabeth Bonsignore, Derek L Hansen, Kari Kraus, Amanda Visconti, Ann Fraistat

    Abstract:

    In this paper, we outline specific roles that are used by designers of Alternate Reality Games (ARGs) to help promote and sustain player participation and provide educational scaffolding. These roles were derived through analysis of a representative sample of ARGs and two case studies of small scale, education-based ARGs. In particular, we found that the approach that designers take to incorporate in-game protagonists (“protagonist-by-proxies” and “protagonist-mentors”) can influence the ways in which 1) players gain access to the disparate narrative and ludic elements within an ARG and 2) designers can integrate collaborative learning opportunities authentically into the narrative and gameplay.

  • design tactics for authentic interactive fiction insights from Alternate Reality game designers
    Human Factors in Computing Systems, 2014
    Co-Authors: Elizabeth Bonsignore, Derek L Hansen, Kari Kraus, Vicki Moulder, Carman Neustaedter, Allison Druin

    Abstract:

    This paper presents insights from designers of Alternate Reality Games (ARGs) regarding the design tactics they employ to integrate participatory storytelling and “authentic fiction” into the transmedia experiences they create. Our approach was motivated by recent efforts in HCI to more closely align the development of interaction design theory to the craft knowledge and experiences of designers themselves. The resulting insights enhance our understanding of design approaches that a diverse group of ARG producers follow to create interactive, participatory narratives. We outline narrative-specific themes to support designers who craft similar interactive experiences.