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Narrative friction in Alternate Reality Games: Design insights from conspiracy for good.

机译:替代现实游戏中的叙事摩擦:从阴谋获得的设计见解永远是好的。

摘要

Alternate Reality Games (ARG) tend to have story-driven game structures. Hence, it isuduseful to investigate how player activities interact with the often pre-scripted storyline inudthis genre. In this article, we report on a study of a particular ARG production,udConspiracy For Good (CFG), which was at the same time emphasising the role of strongudstorytelling, and active on-site participation by players. We uncover multiple levels ofudfriction between the story content and the mode of play of live participants, but alsoudbetween live and online participation. Based on the observations from the production, weudpresent design recommendations for future productions with similar goals.
机译:备用现实游戏(ARG)往往具有故事驱动的游戏结构。因此,调查玩家活动与该类型的通常预先规定的故事情节如何相互作用是没有用的。在本文中,我们报告了一项针对特定ARG产品 udConspiracy for Good(CFG)的研究,该研究同时强调了强有力的 stdorytelling和玩家积极的现场参与的作用。我们发现了故事内容和现场参与者的游戏方式之间的多重摩擦,也包括现场和在线参与之间的多重摩擦。基于产品的观察结果,我们提出了针对具有相似目标的未来产品的设计建议。

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