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

Elizabeth Bonsignore - One of the best experts 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, Amanda Visconti, Kari Kraus, 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, Amanda Visconti, Kari Kraus, 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.

  • CHI - Design tactics for authentic interactive fiction: insights from Alternate Reality game designers
    Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI '14, 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.

Kari Kraus - One of the best experts 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, Amanda Visconti, Kari Kraus, 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, Amanda Visconti, Kari Kraus, 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.

  • CHI - Design tactics for authentic interactive fiction: insights from Alternate Reality game designers
    Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI '14, 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.

  • designing reusable Alternate Reality games
    Human Factors in Computing Systems, 2013
    Co-Authors: Derek L Hansen, Elizabeth Bonsignore, Marc Ruppel, Amanda Visconti, Kari Kraus
    Abstract:

    Successful Alternate Reality Games (ARGs), such as The Lost Experience, I Love Bees and Urgent EVOKE have solicited thousands of active participants and, often, millions of spectators from around the world. ARGs require significant resources not only in terms of initial design, but also in implementation, since live, dynamic interplay between players and designers is an inherent aspect of their interactive storylines. This paper outlines a novel design framework for creating reusable ARGs that will help extend the lifespan of ARGs and allow them to permeate new domains such as education. The framework includes three key reusable design objectives (replayability, adaptability, extensibility), each of which can be enacted at different levels of depth. We also identify barriers to reusable ARGs and design strategies for overcoming those barriers, drawing upon ARG designer interviews and existing ARGs.

Derek L Hansen - One of the best experts 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, Amanda Visconti, Kari Kraus, 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, Amanda Visconti, Kari Kraus, 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.

  • CHI - Design tactics for authentic interactive fiction: insights from Alternate Reality game designers
    Proceedings of the 32nd annual ACM conference on Human factors in computing systems - CHI '14, 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.

  • designing reusable Alternate Reality games
    Human Factors in Computing Systems, 2013
    Co-Authors: Derek L Hansen, Elizabeth Bonsignore, Marc Ruppel, Amanda Visconti, Kari Kraus
    Abstract:

    Successful Alternate Reality Games (ARGs), such as The Lost Experience, I Love Bees and Urgent EVOKE have solicited thousands of active participants and, often, millions of spectators from around the world. ARGs require significant resources not only in terms of initial design, but also in implementation, since live, dynamic interplay between players and designers is an inherent aspect of their interactive storylines. This paper outlines a novel design framework for creating reusable ARGs that will help extend the lifespan of ARGs and allow them to permeate new domains such as education. The framework includes three key reusable design objectives (replayability, adaptability, extensibility), each of which can be enacted at different levels of depth. We also identify barriers to reusable ARGs and design strategies for overcoming those barriers, drawing upon ARG designer interviews and existing ARGs.

Mark O Riedl - One of the best experts on this subject based on the ideXlab platform.

  • scaling mobile Alternate Reality games with geo location translation
    International Conference on Interactive Digital Storytelling, 2011
    Co-Authors: Sanjeet Hajarnis, Brandon Headrick, Aziel Ferguson, Mark O Riedl
    Abstract:

    Alternate Reality Games (ARGs) are interactive narrative experiences that engage the player by layering a fictional world over the real world. Mobile ARGs use geo-location aware devices to track players as they visit real-world locations to progress the story. ARG stories are often geo-specific, requiring players to visit specific locations in the world and, as a result, ARGs are played infrequently and only by those who live within proximity of the locations that the stories reference. We present a solution to the geo-specificity problem called location translation, which transforms ARG stories from one geographical location to another, making them playable anywhere. We show that location translation addresses fundamental scalability challenges that arise from geo-specificity.

  • ICIDS - Scaling mobile Alternate Reality games with geo-location translation
    Interactive Storytelling, 2011
    Co-Authors: Sanjeet Hajarnis, Brandon Headrick, Aziel Ferguson, Mark O Riedl
    Abstract:

    Alternate Reality Games (ARGs) are interactive narrative experiences that engage the player by layering a fictional world over the real world. Mobile ARGs use geo-location aware devices to track players as they visit real-world locations to progress the story. ARG stories are often geo-specific, requiring players to visit specific locations in the world and, as a result, ARGs are played infrequently and only by those who live within proximity of the locations that the stories reference. We present a solution to the geo-specificity problem called location translation, which transforms ARG stories from one geographical location to another, making them playable anywhere. We show that location translation addresses fundamental scalability challenges that arise from geo-specificity.

  • wequest scalable Alternate Reality games through end user content authoring
    Advances in Computer Entertainment Technology, 2011
    Co-Authors: Andrew Macvean, Sanjeet Hajarnis, Chinmay Barve, Devika Karnik, Brandon Headrick, Aziel Ferguson, Mark O Riedl
    Abstract:

    Alternate Reality Games (ARGs) are interactive narrative experiences that engage the player by layering a fictional world over the real world. Mobile ARG stories are often geo-specific, requiring players to visit specific locations in the world. Consequently, mobile ARGs are played infrequently and only by those who live within proximity of the locations that the stories reference. In this paper, we describe an ARG platform, WeQuest, that addresses the geo-specificity limitation through end-user content generation. An authoring tool allows end-users to create new ARG stories that can be executed automatically on geo-location aware mobile devices, leading to greater numbers of available stories to be played. An intelligent process called location translation makes geo-specific ARGs playable anywhere in the world.

  • Advances in Computer Entertainment Technology - WeQuest: scalable Alternate Reality games through end-user content authoring
    Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE '11, 2011
    Co-Authors: Andrew Macvean, Sanjeet Hajarnis, Chinmay Barve, Devika Karnik, Brandon Headrick, Aziel Ferguson, Mark O Riedl
    Abstract:

    Alternate Reality Games (ARGs) are interactive narrative experiences that engage the player by layering a fictional world over the real world. Mobile ARG stories are often geo-specific, requiring players to visit specific locations in the world. Consequently, mobile ARGs are played infrequently and only by those who live within proximity of the locations that the stories reference. In this paper, we describe an ARG platform, WeQuest, that addresses the geo-specificity limitation through end-user content generation. An authoring tool allows end-users to create new ARG stories that can be executed automatically on geo-location aware mobile devices, leading to greater numbers of available stories to be played. An intelligent process called location translation makes geo-specific ARGs playable anywhere in the world.

  • evaluating enjoyment within Alternate Reality games
    International Conference on Computer Graphics and Interactive Techniques, 2011
    Co-Authors: Andrew Macvean, Mark O Riedl
    Abstract:

    Alternate Reality Games (ARGs) are interactive narrative experiences which use the real world as the platform of the game. By bringing play out into the real world, ARGs provide players with an opportunity to enjoy both the gameplay, and benefit from the rich social experiences and physical activity which come synonymously with the genre. Due to its recent emergence, very little is known on what makes for an enjoyable ARG experience. What can we take from traditional game literature and where does this genre demand changes in our understanding? In this paper we present out work on understanding the player experience within ARGs. We look at the existing literature on enjoyment within video games, and use this to devise a set of new criteria. Through a preliminary validation of our metric, we found that a game which scores well using our analysis is significantly more likely to be enjoyed than a game which scores relatively low. In the process, we found that some of the key components of an enjoyable traditional video game experience are not so essential when considering ARGs.

Amanda Visconti - One of the best experts 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, Amanda Visconti, Kari Kraus, 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, Amanda Visconti, Kari Kraus, 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.

  • designing reusable Alternate Reality games
    Human Factors in Computing Systems, 2013
    Co-Authors: Derek L Hansen, Elizabeth Bonsignore, Marc Ruppel, Amanda Visconti, Kari Kraus
    Abstract:

    Successful Alternate Reality Games (ARGs), such as The Lost Experience, I Love Bees and Urgent EVOKE have solicited thousands of active participants and, often, millions of spectators from around the world. ARGs require significant resources not only in terms of initial design, but also in implementation, since live, dynamic interplay between players and designers is an inherent aspect of their interactive storylines. This paper outlines a novel design framework for creating reusable ARGs that will help extend the lifespan of ARGs and allow them to permeate new domains such as education. The framework includes three key reusable design objectives (replayability, adaptability, extensibility), each of which can be enacted at different levels of depth. We also identify barriers to reusable ARGs and design strategies for overcoming those barriers, drawing upon ARG designer interviews and existing ARGs.

  • CHI - Designing reusable Alternate Reality games
    Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '13, 2013
    Co-Authors: Derek L Hansen, Elizabeth Bonsignore, Marc Ruppel, Amanda Visconti, Kari Kraus
    Abstract:

    Successful Alternate Reality Games (ARGs), such as The Lost Experience, I Love Bees and Urgent EVOKE have solicited thousands of active participants and, often, millions of spectators from around the world. ARGs require significant resources not only in terms of initial design, but also in implementation, since live, dynamic interplay between players and designers is an inherent aspect of their interactive storylines. This paper outlines a novel design framework for creating reusable ARGs that will help extend the lifespan of ARGs and allow them to permeate new domains such as education. The framework includes three key reusable design objectives (replayability, adaptability, extensibility), each of which can be enacted at different levels of depth. We also identify barriers to reusable ARGs and design strategies for overcoming those barriers, drawing upon ARG designer interviews and existing ARGs.