ARG

ARGs, Culture Jamming, Viral Marketing, Collective Intelligence, Situational Learning, CrowdSourcing

  • The Majestic Game, Interactive Media Environments, and a New Turing Test: Blurring the Boundaries Between Virtual and Real by Damian Ward Hey – hey03
  • IGDA – 2006 Alternate Reality Games White Paperigda-alternaterealitygames-whitepaper-2006
  • The Immanence of Myth: Introduction / Beyond Representation by James Curcio – immanence-of-myth-early_discussion-version
  • ‘This Is Not a Game’: Immersive Aesthetics and Collective Play by Jane McGonigal – immersive-aesthetics-and-collective-play
  • Hoe maak ik een commerciële pervasive game?pervasive_gaming
  • Boundary Spaces: Majestic and the uncertain status of knowledge,
    community and self in a digital age
    by T. L. Taylor and Beth E. Kolko – Information, Communication & Society 6:4 2003taylorkolko-majestic
  • The Art of Memetics: The Magic of Applying Memetics, Marketing, Masterminding, & Cybernetic Theory by Edward Wilson and Wes Unruh -
  • Think tanks for gamers by Mark Ward – BBC News
  • Through the Rabbit Hole: A Beginner’s Guide to Playing Alternate Reality Games (PREVIEW CHAPTER) by Dave Szulborski – through-the-rabbit-hole_preview
  • Never Rest – Instructional Alternate Reality Game for Intel Training - neverrestgame
  • More…

Conversations with Joe Matheny