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<channel>
	<title>Networked_Performance &#187; ARG</title>
	<atom:link href="http://transition.turbulence.org/blog/tags/alternate-reality-gaming/feed" rel="self" type="application/rss+xml" />
	<link>http://transition.turbulence.org/blog</link>
	<description>A research blog about network-enabled performance</description>
	<pubDate>Fri, 05 Sep 2008 21:10:00 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.5.1</generator>
	<language>en</language>
			<item>
		<title>_Augmentology 1[L]0[L]1_ by Mary-Anne (Mez) Breeze</title>
		<link>http://transition.turbulence.org/blog/2008/04/18/_augmentology-1l0l1_-by-mary-anne-mez-breeze/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/18/_augmentology-1l0l1_-by-mary-anne-mez-breeze/#comments</comments>
		<pubDate>Fri, 18 Apr 2008 14:24:34 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ARG]]></category>

		<category><![CDATA[game]]></category>

		<category><![CDATA[language]]></category>

		<category><![CDATA[place]]></category>

		<category><![CDATA[social networks]]></category>

		<category><![CDATA[space]]></category>

		<category><![CDATA[synthetic]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/18/_augmentology-1l0l1_-by-mary-anne-mez-breeze/</guid>
		<description><![CDATA[Ars Virtua is pleased to announce _Augmentology 1[L]0[L]1_ by Mary-Anne (Mez) Breeze. Mez has initiated this work as part of her ongoing interrogation of the space, place and language of synthetic worlds. This text brings Mez&#8217; prodigious talents and experience to bear on several fundamental issues relating to the nature of game and social space:
&#8220;_Augmentology [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/drop.jpg" alt="drop.jpg" /><a href="http://arsvirtuafoundation.org/">Ars Virtua</a> is pleased to announce <a href="http://arsvirtuafoundation.org/research/2008/04/12/_gamer-danger_-addiction-vs-synthetic-function/"><strong>_Augmentology 1[L]0[L]1_</strong></a> by <em>Mary-Anne (Mez) Breeze</em>. Mez has initiated this work as part of her ongoing interrogation of the space, place and language of synthetic worlds. This text brings Mez&#8217; prodigious talents and experience to bear on several fundamental issues relating to the nature of game and social space:</p>
<p>&#8220;<strong>_Augmentology 1[L]0[L]1_</strong> explores concepts that shape and are shaped by an extensive range of online / synthetic encounters. These concepts are formed through principles generated internally within specific online environments. These environments include - among others - Massively Multiplayer Online Environments [World of Warcraft, EVE Online, Second Life], Social Networking Platforms [Twitter, Facebook, OpenSocial], Social Gaming [Passively Multiplayer Online Game, Parallel Kingdom] and Alternative Reality Games [I Love Bees, Perplex_City, Year Zero]. Entries will dissect post-geophysically defined notions of reality through a mixture of:</p>
<p>* Platform-specific case studies.<br />
* Analysis of contextual behaviour sets.<br />
* Construction of theoretical projections derived via synthetic, mixed and augmented formats.&#8221;</p>
<p><em>Mez</em> is a Futurist who has had a sustained presence in synthetic realities for over two decades. She is also an established net artist and game theorist who practices _Poetic Game Interventions_ [the creative manipulation of MMO parameters in order to disrupt or comment on various aspects of augmented states]. She is a widely exhibited, award winning artist and we are extremely fortunate to be able to present her work here and enjoy her company as a member of our guild.</p>
<p><a href="http://arsvirtua.com/">Ars Virtua</a> is a New Media Center and Gallery located in the synthetic world of Second Life, World of Warcraft and the World Wide Web. It is a new type of space that leverages the tension between 3-D rendered game space and terrestrial reality, between simulated and simulation. The <a href="http://arsvirtuafoundation.org/">Ars Virtua Foundation</a> is a locus of research around the issues of reality within simulated environments.</p>
<p>Ars Virtua is sponsored by the CADRE Laboratory for New Media.</p>
<p>Anything that can be made, can be made black.</p>
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		</item>
		<item>
		<title>[iDC] game culture (?) (!) (%#@)</title>
		<link>http://transition.turbulence.org/blog/2007/06/20/idc-game-culture/</link>
		<comments>http://transition.turbulence.org/blog/2007/06/20/idc-game-culture/#comments</comments>
		<pubDate>Wed, 20 Jun 2007 12:29:33 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ARG]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<category><![CDATA[conversation]]></category>

		<category><![CDATA[game]]></category>

		<category><![CDATA[virtual]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2007/06/20/-idc-game-culture--</guid>
		<description><![CDATA[
Game Physics
Andreas Schiffler wrote:
[...] I am at the beginning of some research into the area of game physics (that is, the simulation of physics in video games) &#8230; The research is somewhat motivated by several observations:
Physics has an interesting split personality in that it is viewed as very fundamental in the sciences with a lot [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.turbulence.org/blog/images/moviephysics.jpg" alt="moviephysics.jpg" style="margin: 0px 5px 5px 0px; float: left" border="0" height="233" width="192" /></p>
<h4>Game Physics</h4>
<p><a href="http://mailman.thing.net/pipermail/idc/2007-June/002609.html">Andreas Schiffler wrote</a>:</p>
<p>[...] I am at the beginning of some research into the area of game physics (that is, the simulation of physics in video games) &#8230; The research is somewhat motivated by several observations:</p>
<p>Physics has an interesting split personality in that it is viewed as very fundamental in the sciences with a lot of &#8216;prestige&#8217; (Einstein is a folk-hero), but at the same time Physics seems to be largely rejected as a discussion topic by non-science educated folks. As soon as it gets a bit more detailed and mathematical, most people will react try to avoid Physics. The current state of physics education (low number of graduates, etc.) confirms this.</p>
<p>Games on the other hand are well on the way (if not already there) to become the most used, most influential, most profitable entertainment medium. Therefore one can safely assume that they exert a significant influence on our culture. This trend which will continue in the years to come, especially as graphics capabilities reach photorealistic levels.<br />
Game Physics is an element in video games that was always present and is even at the root of games (SpaceWar, the first video game was a physics simulation). It is becoming even more common due to the 3D and immersive nature of todays video games, because it makes games &#8216;playable&#8217;. Generally it is a very important aspect of games since it is directly linked to the interactivity and &#8216;feel&#8217; of the gameworld, but as a topic of game theoretical analysis, it is often overlooked.</p>
<p>As for some specific questions, I am currently interested in a discussion on how games affect the relationship we have with the real world. Obviously there are social implications to video game play as we can see from the whole &#8220;violence in games&#8221; debate. In relationship to Physics, I am looking at more fundamental changes in how we construct truths: Does video game physics create a form of &#8220;folk physics&#8221; (my immediate answer would be yes) and does that change the way we think or even act? For readers unfamiliar with video games, think of the &#8216;Movie Physics&#8217; - which todays games largely adopt - such as the engine roar of a space ship flying by the camera (&#8230; this should be silent in vacuum).</p>
<p>So in some sense, the question extends the common &#8220;does it matter that movies have pseudo physics?&#8221; discussed extensively on site like <a href="http://www.intuitor.com/moviephysics/">http://www.intuitor.com/moviephysics/</a> to &#8220;does it matter when video games have pseudo physics?&#8221; (and believe me they do!). Why don&#8217;t game developers try harder and game players expect more?</p>
<p>If one looks critically at mass media today, are we not creating a whole new &#8220;church of entertainment&#8221; especially with video games, where - at least as far as physical simulations are concerned - the scientific method and precision becomes irrelevant or at best secondary over the goal of implementing the next, better implementation of a game as &#8216;VR drug&#8217; or &#8216;consentual hallucinations&#8217; as W. Gibson puts it?</p>
<p>Could the trend we see in the popularity for &#8216;documentaries&#8217; - especially ones with a scientific slant such as &#8216;An Inconvenient Truth&#8217; be extended to mainstream video games? Personally I feel sad to see that Physics is typically reduced to animating ragdoll-enemies, chaingun-bullets and flamethrower-particles &#8230; so why not extend game physics to include more quantum-mechanics? Maybe this would allow us to bridge the gap between game-cultures and science-cultures.</p>
<p>&#8211;AS</p>
<p>Corrado Morgana wrote:</p>
<p>Andreas,</p>
<p>I think you may be misinterpreting the notion of physics within games&#8230;it is not to demonstrate science, but physics as in physicality..objects have weight, mass and motion similar to real life objects and are used as ludic elements..that which foster gameplay..check out Half life 2 et al and much indie gaming which, for a while seemed to be obsessed with physics based gaming..it is simulation within set parameters</p>
<p>Folk physics..yup agreed, but you have to consider the role of games, Freelancer is a damn sight more fun than Orbiter, a very realistic, space flight simulator</p>
<p>There are few games which address scientific issues, OK Prey and the soon to be released Portal may look at disjointed physicality (that word again)..but talking about games and quantum mechanics may be more about pedagogic simulation; difficult game premise</p>
<p>However there may be an answer..</p>
<p>Check out Garry&#8217;s mod for Half life 2&#8230;a physics based sandpit that could ideally be used, I think in your terms</p>
<p>Corrado Morgana&#8230;games researcher</p>
<p>iDC &#8212; mailing list of the <a href="http://distributedcreativity.org">Institute for Distributed Creativity</a> iDC[at]mailman.thing.net <a href="http://mailman.thing.net/cgi-bin/mailman/listinfo/idc">http://mailman.thing.net/cgi-bin/mailman/listinfo/idc</a></p>
<p>List Archive:<br />
<a href="http://mailman.thing.net/pipermail/idc/">http://mailman.thing.net/pipermail/idc/</a></p>
<p>iDC Photo Stream:<br />
<a href="http://www.flickr.com/photos/tags/idcnetwork/">http://www.flickr.com/photos/tags/idcnetwork/</a></p>
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		<item>
		<title>Alternate Reality Games or Fiction of the Future?</title>
		<link>http://transition.turbulence.org/blog/2007/06/01/alternate-reality-games-or-fiction-of-the-future/</link>
		<comments>http://transition.turbulence.org/blog/2007/06/01/alternate-reality-games-or-fiction-of-the-future/#comments</comments>
		<pubDate>Fri, 01 Jun 2007 16:57:26 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ARG]]></category>

		<category><![CDATA[second life]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2007/06/01/alternate-reality-games-or-fiction-of-the-future-</guid>
		<description><![CDATA[
The Space between me and my Avatar
The virtual world of Second Life got a little bit stranger for me this week. I went over to see Destroy Television the other day at the gallery where she’s hanging out at the moment, and my avatar, Walker Spaight, ended up marrying her! (That’s Destroy’s rock at left.) [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.turbulence.org/blog/images/ring.jpg" alt="ring.jpg" style="margin: 0px 5px 5px 0px; float: left" border="0" height="200" width="148" /></p>
<h4>The Space between me and my Avatar</h4>
<p>The virtual world of <a href="http://secondlife.com/">Second Life</a> got a little bit stranger for me this week. I went over to see <a href="http://destroytv.com/">Destroy Television</a> the other day at the gallery where she’s hanging out at the moment, and my avatar, Walker Spaight, ended up <a href="http://www.secondlifeherald.com/slh/2007/05/herald_editoria.html">marrying her!</a> (That’s Destroy’s rock at left.) Now, if you know me and you know my Second Life, this is slightly unusual, since for me there’s very little space between myself and my avatar(s) in the virtual world. I use Second Life as simply an extension of my first life; there’s nothing virtual about it. But here I was role-playing the lovestruck journalist to Destroy’s hard-to-get videographizing vixen. Walker even started <a href="http://walkerspaight.tumblr.com/">a Tumblog</a> about his romance. The formal ceremony was yesterday afternoon (Walker was all nerves — though he didn’t show it), and you can view images of the happy couple together <a href="http://flickr.com/search/?q=walkerspaight&amp;w=55767380%40N00&amp;s=rec">on Destroy’s Flickr stream</a>.</p>
<p>It struck me at some point that what I was doing — along with Annie Ok, who was driving Destroy at the time, and Jerry Paffendorf and Christian Westbrook, who conceived Destroy and brought her to life — was creating a little Alternative Virtual Reality Game, in a way. I don’t write a lot about <a href="http://en.wikipedia.org/wiki/Alternate_Reality_Game">alternate reality games</a> (ARGs) — i.e., narratives that involve audience participation, which usually have some real-world component, and which often feature a prize or reward at the end — mostly because I don’t really roll with them as a genre.<br />
Things like <a href="http://www.perplexcity.com/">Perplex City</a> and <a href="http://worldwithoutoil.org/">World Without Oil</a> are very cool, to be sure, and I’ve been fascinated to see how this stuff is developing, but I’ve always found myself rubbed the wrong way by this “alternate reality” moniker. But it wasn’t until I started getting my alternate reality on, via Walker, that I realized why. What’s going on in all these cases looks to me less like “alternate reality” than it does like fiction, and fiction being formulated on the same level as broadcast media like television — i.e., it’s just the same kind of fiction that’s happening in a TV show like Law &amp; Order, for instance, only with the audience involved in writing the story as it goes along. From some angles, it looks like there isn’t any such thing as an alternate reality game at all — there’s only the fiction / narrative / media of the future.</p>
<p>That’s increasingly what it looks like to me. I’m not sure why I get hung up on the semantics — maybe because labels confuse things as often as they clarify. But I increasingly see games and role-playing in virtual worlds as falling under the media rubric. They’re made-up stories that we experience for ourselves, and which we increasingly <em>tell each other</em>, which I think is the important part.</p>
<p>It’s interesting to me to stop and look at the world of games and role-playing in virtual worlds as something that’s often less personal than we think it is. Destroy Television helps illustrate this, since she’s such a good media machine: everything she does is pumped out to the Web and (at the moment) gets archived on Flickr, turning her life into a constant media stream, just as Justin Kan is doing with his life at <a href="http://justin.tv/">Justin.tv</a>.</p>
<p>We usually think of games and role-playing as more or less private pastimes: I may be creating my own story in GTA: San Andreas or <a href="http://www.eve-online.com/">EVE Online</a>, but even in the massively multiplayer environment of EVE, my story is usually being shared with only a limited number of people. But with the advent of lifecasting — the kind of constant streaming being done by Destroy and Justin — the story I’m creating is available to many more people. To me, this pushes it away from being a personal experience I’m sharing with a few friends, and more toward a performance of the type we’d recognize as media in any other context. It’s still a bit of both, of course, but it’s interesting to see things shift.</p>
<p>Maybe Andy Warhol was wrong. Maybe in the future, we’ll all be famous all the time. [posted by Mark Wallace on <a href="http://www.3pointd.com/20070530/alternate-reality-games-or-fiction-of-the-future/">3pointD</a>]</p>
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		<title>Experimental Gameplay: Toward a Massively Popular Scientific Practice</title>
		<link>http://transition.turbulence.org/blog/2007/02/23/experimental-gameplay-toward-a-massively-popular-scientific-practice/</link>
		<comments>http://transition.turbulence.org/blog/2007/02/23/experimental-gameplay-toward-a-massively-popular-scientific-practice/#comments</comments>
		<pubDate>Fri, 23 Feb 2007 18:00:41 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ARG]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<category><![CDATA[game]]></category>

		<category><![CDATA[hybrid]]></category>

		<category><![CDATA[participation]]></category>

		<category><![CDATA[ubiquitous]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2007/02/23/experimental-gameplay-toward-a-massively-popular-scientific-practice</guid>
		<description><![CDATA[Massively multi-citizen science is almost here
Can a game developer be nominated for a Nobel Prize in one of the sciences by the year 2032? That&#8217;s my plan, which I presented this past weekend at the annual meeting of the American Association for the Advancement of Science. You can download the slides from my talk, or [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="3trends.png" src="http://www.turbulence.org/blog/images/3trends.png" width="200" height="125" border="0" style="float: left; margin: 0px 5px 5px 0px";><H4>Massively multi-citizen science is almost here</H4>
<p>Can a game developer be nominated for a Nobel Prize in one of the sciences by the year 2032? That&#8217;s my plan, which I presented this past weekend at the annual meeting of the American Association for the Advancement of Science. You can download the slides from my talk, or read the related research paper (hot off the press!), or peruse some related links, on my AAAS webpage <a href="http://avantgame.com/aaas.htm">here</a>. (Or see what Newsday took away from it <a href="http://www.newsday.com/news/health/ny-hsvirt215102733feb21,0,2128335,print.story?coll=ny-health-print">here</a>.)</p>
<p>My goal over the next decade is to support the development of a massively multi-citizen science through massively collaborative games (think: alternate reality games with real-world data embedded inside.) So in the near future, when the most creative, collective-intelligence gamers are grinding away 10, 20, 30, or more hours a week, they&#8217;re grinding on real scientific research problems wrapped inside a yummy fictive or fantasy shell.<br />
Yes, I am calling for a truly popular scientific research practice that engages the global public in hands-on, brains-on collaboration, via sites <a href="http://dev.stewardshipcanada.ca/communities/citizenScience/home/csnIndex.asp">Citizen Science</a> and <a href="http://www.mturk.com/mturk/help?helpPage=whatis">Amazon&#8217;s Mechanical Turk</a> and through immersive, story-driven play. Amateur participation + a creative commons for science literature + the stickiness of a well-designed game and well-told story = radically interdisciplinary mash-ups accessible to lay people and productive of real scientific insight.</p>
<p>Sound crazy? No way. This is seriously possible, and plausible. Here&#8217;s three reasons why:</p>
<p>1) Science practice itself is increasingly leaning toward a kind of collective intelligence, amateur participation. You can read about it in the incredible Institute for the Future report: <a href="http://humanitieslab.stanford.edu/2/Home">Delta Scan: The Future of Science and Technology, 2005-2055</a>.</p>
<p>2) Meanwhile, there is no doubt &#8212; as I argue in <a href="http://avantgame.blogspot.com/Sean">my new 50-page case study for the MacArthur foundation</a> &#8212; that alternate reality gamers are doing real CI investigations that would fully prepare them for real-world collaborative research. Their gameplay is already fundamentally a CI scientific effort to undertand fake (fictive) data. I&#8217;m just proposing that we shove some real scientific data in there, while they&#8217;re at it.</p>
<p>3) And perhaps most importantly, as Sean Stewart - the original and most esteemed alternate reality storyteller around - <a href="http://seanstewart.org/interactive/args/">has famously said</a>: &#8220;I do NOT assert that [alternate reality gaming] is the first, or greatest, example of massively multi-player collaborative investigation and problem solving. Science, as a social activity promoted by the Royal Society of Newton&#8217;s day and persisting to this moment, has a long head start and a damn fine track record&#8230;. We just accidentally re-invented Science as pop culture entertainment.&#8221;</p>
<p>So, yes, If this sounds interesting, <a href="http://avantgame.com/aaas.htm">get the slides</a>. And here are a couple of other sites to get you thinking: &#8220;Fostering <a href="http://website.education.wisc.edu/steinkuehler/papers/SteinkuehlerChmielICLS2006.pdf">Scientific Habits of Mind in the Context of Online Play</a>&#8221; and <a href="http://spotlight.macfound.org/">MacArthur Spotlight on Digital Media &#038; Learning</a>.</p>
<p>If you want to propose a data set, scientific problem, or research focus for a massively multi-citizen science game, or if you want to be notified when there&#8217;s such a game to be played, email me at jane @ thenameofthisblog dot com. [bblogged by Jane on <a href="http://avantgame.blogspot.com/2007/02/toward-massively-multi-citizen-science.html">Avant Game</a>]</p>
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		<title>2006 Alternate Reality Games White Paper</title>
		<link>http://transition.turbulence.org/blog/2007/02/08/2006-alternate-reality-games-white-paper/</link>
		<comments>http://transition.turbulence.org/blog/2007/02/08/2006-alternate-reality-games-white-paper/#comments</comments>
		<pubDate>Thu, 08 Feb 2007 18:53:08 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ARG]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2007/02/08/2006-alternate-reality-games-white-paper</guid>
		<description><![CDATA[Performance Art
&#8220;[...] Beyond games and texts about games, performative art has sometimes used ARG strategies to break Brecht&#8217;s &#8220;fourth wall.&#8221; The traditions of performance art and guerrilla theater have, in retrospect, resembled ARGs in this way. This historical connection suggests a possible ideology for ARGs, in terms of performance artÂ’s political and psychological activism. One [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="igda.png" src="http://www.turbulence.org/blog/images/igda.png" width="144" height="59" border="0" style="float: left; margin: 0px 5px 5px 0px";><H4>Performance Art</H4>
<p>&#8220;[...] Beyond games and texts about games, performative art has sometimes used ARG strategies to break Brecht&#8217;s &#8220;fourth wall.&#8221; The traditions of performance art and guerrilla theater have, in retrospect, resembled ARGs in this way. This historical connection suggests a possible ideology for ARGs, in terms of performance artÂ’s political and psychological activism. One may detect a trace of this in Jane McGonicalÂ’s account of ARG players wanting to participate in the war on terror11. Ray JohnsonÂ’s Zen-like practice of sending his art to galleries and correspondents is relevant here. As depicted in the biographical documentary How to Draw a Bunny (2002), JohnsonÂ’s mail art struck recipients as puzzles to be solved. The boundaries of each piece, like a good ARG puzzle, had to be determined in the course of exploration Â– what was a pun, what a bagatelle, what connected to which external referent?<br />
Performative art can also intertwine an artistÂ’s content with everyday life beyond either street theater or the gallery. For examples, Janet Cardiff has developed her Walks series since 1991. The audience experiences sounds through portable recorders as they walk through locations, the contents of which are largely or entirely native, rather than created as part of the project. As the description of a 2005 instance reads, Cardiff creates augmented realities: interactive works where visitors are asked to touch, listen and move through environments layered with visual and aural narratives. At a less avant-garde level, historical reenactments resemble both ARGs and performance art. Their encampments, fairs, spectacles are not as intrusive to outsiders as performance art can be, since they are formally and clearly demarcated. But the plunging down a rabbit hole of ARG play, the sense of immersion into a world extending very far beyond oneÂ’s ability to encompass, is a key part of the reenactor experience. Summoning up a historical moment, be it the seventh century, the American Civil War, or Jane AustenÂ’s time, literally creates an alternate reality within our own&#8230;&#8221; Read <a href="http://igda.org/arg/resources/IGDA-AlternateRealityGames-Whitepaper-2006.pdf"><b>2006 Alternate Reality Games White Paper</b></a> [PDF]. [<a href="http://tecfa.unige.ch/perso/staf/nova/blog/2007/02/06/alternate-reality-gaming-howto/">via</a>]</p>
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		<item>
		<title>Gaming Realities</title>
		<link>http://transition.turbulence.org/blog/2006/09/15/gaming-realities/</link>
		<comments>http://transition.turbulence.org/blog/2006/09/15/gaming-realities/#comments</comments>
		<pubDate>Fri, 15 Sep 2006 09:32:14 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ARG]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<category><![CDATA[calls + opps]]></category>

		<category><![CDATA[game]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2006/09/15/gaming-realities</guid>
		<description><![CDATA[Virtual Spaces are the New Public Spaces
In less than a month Gaming Realities, one of the biggest festivals to date encompassing the critical exploration of videogames in the fine arts and humanties, kicks off in Athens. The festival hosts a great line up of artists and speakers, many of which we&#8217;ve covered or archived here [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="gaming-realities06.gif" src="http://www.turbulence.org/blog/images/gaming-realities06.gif" width="180" height="119" border="0" style="float: left; margin: 0px 5px 5px 0px";><H4>Virtual Spaces are the New Public Spaces</H4>
<p>In less than a month <a href="http://mediaterra.org/2006/en/"><b>Gaming Realities</b></a>, one of the biggest festivals to date encompassing the critical exploration of videogames in the fine arts and humanties, kicks off in Athens. The festival hosts a great line up of artists and speakers, many of which we&#8217;ve covered or archived here at Selectparks over the years (Blast Theory, Sir Frasca, Darwinia, Eastwood Group, Molleindustria and many more). I&#8217;ll be there, so if you&#8217;re at the festival come to my keynote and ask some impossibly difficult questions when I least expect it. Cheers! Read on for the comprehensive press release and exhbition details. [posted by julian on <a href="http://www.selectparks.net/modules.php?name=News&#038;file=article&#038;sid=565">selectparks</a>]</p>
<p>EXHIBITION: <a href="http://mediaterra.org/2006/en/projects/netodrom.html">NetODrom</a> by Christoph Anthes, Alexander Wilhelm, Helmut Bressler, Roland Landershamer, Johannes Zarl, Silke Wiesinger; Austria, 2005 :: <a href="http://mediaterra.org/2006/en/projects/canyouseemenow.html">Can you see me now?</a> by Blast Theory; U.K., 2001 :: <a href="http://mediaterra.org/2006/en/projects/philosopherdeathmatch.html">Philosopher Death Match</a> by Benjamin Chang; U.S.A., 2006 :: <a href="http://mediaterra.org/2006/en/projects/gridchase.html">Grid Chase - The 5Â€ Dance Pad Project</a> by Dimi Christopoulos; Greece, 2002-2006 :: <a href="http://mediaterra.org/2006/en/projects/himalayashead.html">HimalayaÂ’s Head</a> by DEVART; Netherlands, 2005 :: <a href="http://mediaterra.org/2006/en/projects/civilizationivageofempire.html">Civilization IV Â– Age of Empire</a> by Eastwood Group; Serbia, 2004 :: <a href="http://mediaterra.org/2006/en/projects/nowhere.html">N o w h e r e - ein welt raum spiel</a> by Sylvia Eckermann, Gerald Nestler, Christof Cargnelli, Oliver Irschitz; Austria, 2005 :: <a href="http://mediaterra.org/2006/en/projects/bordergames.html">Bordergames</a> by Fiambrera; Spain, 2005 :: <a href="http://mediaterra.org/2006/en/projects/postvinyl.html">Postvinyl</a> by Mathias Fuchs; U.K., 2005 :: <a href="http://mediaterra.org/2006/en/projects/lykno.html">Lykno</a> by David Gauthier, Henri Marino, Laurie Prevot, Jean Batiste Spieser; France, 2006 :: <a href="http://mediaterra.org/2006/en/projects/semiomorph.html">Semiomorph</a> by Troy Innocent; Australia, 2001 :: <a href="http://mediaterra.org/2006/en/projects/darwinia.html">Darwinia</a> Introversion Software, U.K., 2005 :: <a href="http://mediaterra.org/2006/en/projects/readyplay.html">Ready Played</a> by The Ludic Society (Margarete Jahrmann/Max Moswitzer); Austria/Switzerland, 2006 :: <a href="http://mediaterra.org/2006/en/projects/kalamiotou_02.html">Kalamiotou_02</a> by The mamayans; Greece, 2006 ::<br />
<a href="http://mediaterra.org/2006/en/projects/maxpayne.html">Max Payne cheats only</a> by Jodi; Netherlands :: <a href="http://mediaterra.org/2006/en/projects/ariadne.html">AriadneÂ’s Sonic Threadball</a> by Panagiotis Koutlemanis, Dimitris Dinieas; Greece, 2006 :: <a href="http://mediaterra.org/2006/en/projects/facade.html">FaÃ§ade</a> by Michael Mateas, Andrew Stern; U.S.A., 2005 :: <a href="http://mediaterra.org/2006/en/projects/mcdonalds.html">The McDonaldsÂ’s Videogame</a> by Molleindustria; Italy, 2006 :: <a href="http://mediaterra.org/2006/en/projects/soviet.html">Soviet Unterzogersdorf the adventure game</a> by Monochrom; Austria, 2005 :: <a href="http://mediaterra.org/2006/en/projects/bookandvolume.html">Book and Volume</a> by Nick Montfort; U.S.A., 2005 :: <a href="http://mediaterra.org/2006/en/projects/balkanwars.html">The making of Balkan wars: the game</a> by Personal Cinema; Greece, 2004 :: <a href="http://mediaterra.org/2006/en/projects/disaffected.html">Disaffected</a> by Persuasive Games; U.S.A., 2006 :: <a href="http://mediaterra.org/2006/en/projects/interactivecircus.html">Interactive Circus</a> by Prof. Marie-Helene Tramus, Cedric Plessier; France, 2005 :: <a href="http://mediaterra.org/2006/en/projects/jumpingrope.html">Jumping Rope</a> by Orna Portugaly, Daphna Talithman, Sharon Younger; Israel, 2004 :: <a href="http://mediaterra.org/2006/en/projects/globalconflicts.html">Global Conflicts: Palestine</a> by Serious Games Interactive; Denmark, 2005-2006 :: <a href="http://mediaterra.org/2006/en/projects/boysinthehood.html">Boys in the Hood</a> by Axel Stockburger; Austria/U.K., 2005 :: <a href="http://mediaterra.org/2006/en/projects/endlessforest.html">The endless forest</a> by Tale of Tales; Belgium, 2005 :: <a href="http://mediaterra.org/2006/en/projects/gamemusic.html">Game Music</a> by Vladimir Todorovic; Serbia, 2004-2005 :: <a href="http://mediaterra.org/2006/en/projects/fijuu2.html">Fijuu2</a> by Julian Oliver, Steven Pickles; Germany - New Zealand, 2006 :: <a href="http://mediaterra.org/2006/en/projects/coinsnatch.html">Coin Snatch</a> by sheismartha, Alexandros Plakidas Dasios; Greece, 2006 :: <a href="http://mediaterra.org/2006/en/projects/historylostredux.html">History Lost Redux</a> by University of the Aegean; Greece, 2006 ::</p>
<p><a href="http://mediaterra.org/2006/en/conference.html">Conference</a> Highlight:</p>
<p><a href="http://mediaterra.org/2006/en/conference/one/abc14.html"><b>The democratisation of virtual environments</b></a><br />
Personal Cinema<br />
International New Media Collective</p>
<p>A spectre is haunting Virtual Environments, their democratisation. </p>
<p>It is the spectre of democracy, which after the abandonment of its physical space [real life] sinking more and more in the contradiction of lies and the cancellations that lead to its constitution, it breached the relations with the real and it became itself a spectre. This is how the paradox of spectre occurred, the wandering shadow of democracy. A spectre that tries to penetrate, and aims to democratise the new kind of ghosts that constitute the space which forms a major element of human experience: The Virtual Environments. </p>
<p>The democratisation of virtual environments, computer and video games is one main debate issue in the industry of interactive media. In new media and especially video games the democratisation is related mainly to the fact that the user, in the context of interaction and personalisation, takes major part in the creation process of the games themselves. Mods, thousands of volunteer designers in Half Life, Everquest, Oblivion, and Quake, are examples of how the users participate in the creation process. If we are able to discuss something new in new media it is the userÂ’s capability to participate in the creation process. This capability is not a gift or an offer of a generous democratic technology, but immanence within its own structure, it is an immediate reflection of the conflicts that constitute this capability of participation which has as its final destination democracy. </p>
<p>In other words, speaking of the conditions which arose from the utopian meeting of spectres, which magical ritual could be useful for both the old spectre of democracy and the Â‘spectralÂ’ world of virtual environments? </p>
<p>The vast majority of the users understand democracy according to the quantity of interactive Â“clicksÂ” which represent the voting Â“rightÂ” in cyber space. The image of the voting procedure and democratisation in virtual space isnÂ’t the supposed infinite choice of different web pages or the userÂ’s ability to create personalised narration in a video game; it is the image of the cursor itself over the icon of Â“choiceÂ” accompanied by the sound of the Â“clickÂ” which really is the extension of the image of the poll and the hand that is Â“capable of choosingÂ”. </p>
<p>How is possible to revive democracy in the realm of the potential, when within the context of the objective it became a commodity that has usually been exported and imported via violence?</p>
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		<title>Troy</title>
		<link>http://transition.turbulence.org/blog/2006/05/08/troy/</link>
		<comments>http://transition.turbulence.org/blog/2006/05/08/troy/#comments</comments>
		<pubDate>Mon, 08 May 2006 12:46:06 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ARG]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2006/05/08/troy</guid>
		<description><![CDATA[Alternate Reality Game
&#8220;One of the shared characteristics of all the types of game is to be closed systems, limited in time and space, as a sort of &#8216;magic circles&#8217; where the player voluntarily decides to enter. Troy is a small but brilliant example of an &#8216;alternate reality game&#8217;, or a game that uses different media [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="troy.jpg" src="http://www.turbulence.org/blog/images/troy.jpg" width="144" height="103" border="0" style="float: left; margin: 0px 5px 5px 0px";><H4>Alternate Reality Game</H4>
<p>&#8220;One of the shared characteristics of all the types of game is to be closed systems, limited in time and space, as a sort of &#8216;magic circles&#8217; where the player voluntarily decides to enter. <a href="http://www.etc.cmu.edu/projects/experimentalgameplay/Prototypes/newstuff/download.php?Troy.exe"><b>Troy</b></a> is a small but brilliant example of an &#8216;alternate reality game&#8217;, or a game that uses different media and disregards any formalized rule deliberately trying to wandering off the ludic universe. The game has been created on the occasion of the <a href="http://www.experimentalgameplay.com/game.php?112423">Experimental Gameplay Competition</a>, themed on &#8216;violation&#8217;, and it has suddenly threw the publishing portal into turmoil. </p>
<p>The link recommended by the author pointed to a &#8216;file not found&#8217; page. Only the most curious users has clicked on the almost standard &#8216;parent directory&#8217; link. Doing so the user can see the spartan directory tree, typically listing all the files in the remote folders that have no index file. At first glance it seems a hitch, one of the many interface errors that can be seen during the netsurfing practice, but actually it&#8217;s the proper game start. The surfer / player can snoop around the Troy&#8217;s author personal files, collecting information about him, in order to access restricted areas and to search for the elusive videogame, built for the competition.<br />
The player will know about a recent breaking-off of the author&#8217;s engagement, that will be the key to get an important password. It&#8217;s a proper meta-game that thematizes the privacy violation on the net, stimulating the player digital voyeurism. It&#8217;s a tough game, indeed, and it has also a distinct geek taste because of the riddles complexity. Anyway the solution (written by the author, the &#8216;original&#8217; one) can be finally found here.&#8221; &#8212; Paolo Pedercini, <a href="http://www.neural.it/nnews/troy_e.htm">NEURAL</a>.</p>
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		<title>Joi Ito</title>
		<link>http://transition.turbulence.org/blog/2006/04/25/joi-ito/</link>
		<comments>http://transition.turbulence.org/blog/2006/04/25/joi-ito/#comments</comments>
		<pubDate>Tue, 25 Apr 2006 09:06:44 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ARG]]></category>

		<category><![CDATA[platform]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2006/04/25/joi-ito</guid>
		<description><![CDATA[Recursive video in Second Life
Had our first meeting inside of Second Life today to talk about the island. Thanks to everyone who showed up. Special thanks to Aimee Weber who donated an amphitheater! She showed me how to play videos inside of Second Life. So&#8230; I tried making a very recursive video of me watching [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="recursivesl.gif" src="http://www.turbulence.org/blog/images/recursivesl.gif" width="144" height="128" border="0" style="float: left; margin: 0px 5px 5px 0px";><H4>Recursive video in Second Life</H4>
<p>Had our first meeting inside of Second Life today to talk about the island. Thanks to everyone who showed up. Special thanks to Aimee Weber who donated an amphitheater! She showed me how to play videos inside of Second Life. So&#8230; I tried making a very recursive video of <i>me watching a video of me watching a test video of myself</i>. Watching a video together inside of Second Life actually works well. The audio and video quality is excellent and you can chat about the video and other things while you watch. It&#8217;s really neat sharing a space like this together&#8230; </p>
<p>I uploaded a <a href="http://media.ito.com/video/recursivesl2.m4v">video iPod format m4v</a> and a <a href="http://media.ito.com/video/recursivesl2.avi">AVI</a> format of the movie. Too bad the audio doesn&#8217;t work&#8230; or for your sake, maybe it&#8217;s better that it didn&#8217;t. [via Joi's <a href="http://joi.ito.com/archives/2006/04/18/recursive_video_in_second_life.html">blog</a>]<br />
Related: <img alt="BizWeekChung.jpg" src="http://www.turbulence.org/blog/images/BizWeekChung.jpg" width="107" height="144" border="0" style="float: left; margin: 0px 5px 5px 0px";><H4>Virtual Lives</H4>
<p>&#8220;&#8230;<a href="http://www.businessweek.com/magazine/content/06_18/b3982001.htm?chan=innovation_game+room_game+room">Business Week</a> (via <a href="http://terranova.blogs.com/terra_nova/2006/04/the_epistemolog.html">Terranova</a>) has a podcast, <a href="http://images.businessweek.com/ss/06/04/virtual_tours/index_01.htm">two</a> <a href="http://images.businessweek.com/ss/06/04/avatar/index_01.htm">slideshows</a> and a story about <a href="http://en.wikipedia.org/wiki/Second_Life">Second Life</a> and other <a href="http://en.wikipedia.org/wiki/MMORLG">MMORLG</a>, money and advertising. Good wrap-up if you&#8217;re interested in the topic but don&#8217;t have the time to follow it closely (check also <a href="http://www.makezine.com/blog/archive/2006/03/the_future_of_credit_cards_ear.html">The Future of Credit Cards - Earning virtual currency for spending in the real world &#038; other world bridging</a>, by Phillip Torrone.) </p>
<p><a href="http://en.wikipedia.org/wiki/Anshe_Chung">Anshe Chung</a> - the &#8220;<a href="http://home.hamptonroads.com/stories/story.cfm?story=95603&#038;ran=9544">virtual Trump</a>&#8221; - even gets the cover of the mag. The <a href="http://anshechung.com/">land development business</a>, which the avatar has built from nothing two years ago, has turned into an operation of 17 people. Second Life participants pay <a href="http://www.businessweek.com/technology/content/mar2006/tc20060328_688225.htm">Linden dollars</a>, the game&#8217;s currency, to rent or buy virtual homesteads from Chung so they have a place to build and show off their creations. They can then convert the play money into dollars by using their credit card at online currency exchanges. To handle rampant growth, Chung opened a 10-person studio and office in Wuhan, China. Says Chung&#8217;s owner: &#8220;This virtual role-playing economy is so strong that it now has to import skill and services from the real-world economy.&#8221;&#8230;&#8221; [from Regine's post on <a href="http://www.we-make-money-not-art.com/archives/008384.php">we-make-money-not-art</a>]</p>
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		<title>Wearable Game</title>
		<link>http://transition.turbulence.org/blog/2006/02/22/wearable-game/</link>
		<comments>http://transition.turbulence.org/blog/2006/02/22/wearable-game/#comments</comments>
		<pubDate>Wed, 22 Feb 2006 19:33:13 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ARG]]></category>

		<category><![CDATA[wearable]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2006/02/22/wearable-game</guid>
		<description><![CDATA[Clues Woven Into Cloth
If you find yourself wearing clothes from a new company called Edoc Laundry, beware: Strangers may walk up to you on the street to examine the intricacies of your shirt&#8217;s patterns. That&#8217;s because Edoc Laundry&#8217;s first line, expected to launch March 1, literally weaves an episodic, multimedia game into the fabric of [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="secretclues.gif" src="http://www.turbulence.org/blog/images/secretclues.gif" width="139" height="143" border="0" style="float: left; margin: 0px 5px 5px 0px";><H4>Clues Woven Into Cloth</H4>
<p>If you find yourself wearing clothes from a new company called <a href="http://dw.com.com/redir?destUrl=http%3A%2F%2Fwww.edoclaundry.com%2F&#038;siteId=3&#038;oId=2100-1043-6041204&#038;ontId=1040&#038;lop=nl.ex">Edoc Laundry</a>, beware: Strangers may walk up to you on the street to examine the intricacies of your shirt&#8217;s patterns. That&#8217;s because Edoc Laundry&#8217;s first line, expected to launch March 1, literally weaves an episodic, multimedia game into the fabric of the garments. The Seattle-based company is believed to be the first to attempt such a fashion feat.</p>
<p>The idea is an extension of so-called alternate-reality games, or ARGs, in which people try to solve puzzles that are propagated online but require players to team up to find clues in the real world. Usually, the games are promotional vehicles for other products, including video games and movies. Examples of ARGs include 2004&#8217;s &#8220;I Love Bees,&#8221; which was a lead-in to Bungie Studios&#8217; &#8220;Halo 2&#8243; for Xbox, and 2005&#8217;s &#8220;Last Call Poker,&#8221; which promoted Activision&#8217;s &#8220;Gun.&#8221; </p>
<p>Edoc Laundry&#8217;s line integrates an ARG into its shirts, hats and accessories. The story involves the mysterious death of the manager of a fictional band called Poor Richard. Players find clues such as words and symbols embedded in the clothes. They then head to a Web site where they can unlock complex elements of the overriding story of Poor Richard and its music&#8230;&#8221; Continue reading <a href="http://news.com.com/Wearable+game+weaves+clues+into+cloth/2100-1043_3-6041204.html?tag=nefd.lede"><b>Wearable game weaves clues into cloth</b></a> by Daniel Terdiman, CNET News.com. [via Jim Downing on <a href="http://www.smartmobs.com/archive/2006/02/21/clothes_with_se.html">Smart Mobs</a>]</p>
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		<title>Perplex city</title>
		<link>http://transition.turbulence.org/blog/2006/02/01/perplex-city/</link>
		<comments>http://transition.turbulence.org/blog/2006/02/01/perplex-city/#comments</comments>
		<pubDate>Wed, 01 Feb 2006 10:04:45 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ARG]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2006/02/01/perplex-city</guid>
		<description><![CDATA[the first self-supporting ARG
Guy says: &#8220;Perplex City is a cross between collectible-card game and Alternate Reality Game. It&#8217;s centered around a stolen artefact, and there&#8217;s a $200,000 reward for whoever can find it. The cards themselves are rather beautiful and feature a diverse range of mind-bending puzzles, while Anton Bogaty (who you just featured) does [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="storysofar_pietro.jpg" src="http://www.turbulence.org/blog/images/storysofar_pietro.jpg" width="115" height="144" border="0" style="float: left; margin: 0px 5px 5px 0px";><H4>the first self-supporting ARG</H4>
<p>Guy says: &#8220;<a href="http://www.perplexcity.com/"><b>Perplex City</b></a> is a cross between collectible-card game and Alternate Reality Game. It&#8217;s centered around a stolen artefact, and there&#8217;s a $200,000 reward for whoever can find it. The cards themselves are rather beautiful and feature a diverse range of mind-bending puzzles, while Anton Bogaty (who you just featured) does much of the artwork for the game. I think it&#8217;s primarily worth mentioning because it&#8217;s the first self-supporting ARG, as opposed to marketing something else (or being made on a lo-to-no budget basis.) &#8220;Also, Boing Boing itself is on <a href="http://perplexcitycardcatalog.com/view.php?item=084">one</a> of the cards!</p>
<p>&#8220;There are also some <a href="http://www.perplexcity.com/events/forthcoming/index.html">live events</a> coming up in New York and London, making it especially news-worthy right now - anyone can participate, as they aren&#8217;t especially about PXC, just friendly puzzlin&#8217; competitions. Although the London event is closed to sign-ups, after 600 people applied&#8230;&#8221; (Here is Guy&#8217;s <a href="http://www.fneh.net/guy/arg/pxcity.htm">quick-start guide</a> to the game.) [posted by Mark Frauenfelder on <a href="http://www.boingboing.net/2006/01/31/perplex_city.html">Boing Boing</a>]</p>
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