Alternative reality game | Wikipedia audio article
Channel: wikipedia tts
Date: 2018-12-22

This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/Alternate_reality_game


00:01:21 1 Definition
00:02:27 1.1 Unique terminology
00:04:12 1.2 Similarities to and differences from other forms of entertainment
00:06:58 1.3 Influences and precursors
00:07:42 1.3.1 Possible inspirations from fiction and other art forms
00:10:23 2 Basic design principles
00:13:34 3 Scholarly views
00:15:33 4 Development and history
00:15:43 4.1 Early examples
00:19:09 4.2 iThe Beast/i
00:21:28 4.3 Community and genre growth
00:21:52 4.3.1 Grassroots development
00:24:25 4.3.2 Community development
00:25:16 4.3.3 A first experience in video games
00:26:35 4.4 Gathering worldwide gamers
00:27:41 4.5 Massive-scale commercial games and mainstream attention
00:30:48 4.6 The rise of the self-supporting ARG
00:34:19 4.7 The serious ARG
00:37:56 4.8 New developments
00:47:06 4.8.1 Television tie-ins and "extended experiences"
00:52:20 4.9 Permanent
00:53:47 5 Awards won
00:55:33 6 See also
00:56:06 7 Notes
00:56:15 8 External links



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SUMMARY
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An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions.
The form is defined by intense player involvement with a story that takes place in real time and evolves according to players' responses.  Subsequently, it is shaped by characters that are actively controlled by the game's designers, as opposed to being controlled by artificial intelligence as in a computer or console video game. Players interact directly with characters in the game, solve plot-based challenges and puzzles, and collaborate as a community to analyze the story and coordinate real-life and online activities. ARGs generally use multimedia, such as telephones, email and mail but rely on the Internet as the central binding medium.
ARGs are growing in popularity, with new games appearing regularly and an increasing amount of experimentation with new models and subgenres. They tend to be free to play, with costs absorbed either through supporting products (e.g. collectible puzzle cards fund Perplex City) or through promotional relationships with existing products (for example, I Love Bees was a promotion for Halo 2, and the Lost Experience and Find 815 promoted the television show Lost). However, pay-to-play models exist as well.