TRANSMEDIA PERFORMANCE & PLAY Rhythma Kapoor Seminar Week 7 CONTENTS Case study- whysoserious ARGs Case Studies whysoserious Whysoserious The campaign centred on the web branched out over mobile mail flash mobs scavenger hunts casual games user generated content collaborative narratives and streaming video. Whysoserious Harvey Dent Vs. Joker’s army CTAs: Joker cards found in comic shop Participation: Ibelieveinharveydenttoo.com Emails registered. When achieved sufficient numbers, they eventually revealed… Rabbit Holes: "Jokerized" $1 bills are found that lead to Whysoserious.com CTA: Whysoserious.com – a recruitment site for ‘goons’ CTA: RorysDeathKiss.com, challenging participants to take photographs in clown make-up by major national landmarks in groups. RABBIT HOLES: THE CAKES Sent to locations (apparently bakeries). Once there, participants are to pick up a package left under the name "Robin Banks." The package is a cake with a phone number on it. By calling the number, a phone inside the cake will ring. After digging into the cake, the participant will find an evidence bag with a cell phone, Joker card, cell phone charger, and a note: “Good work, clown! Keep this phone charged and with you at all times. Don't call me, I'll call you...eventually.” Results • Over 10 million participants - 75 countries = highly effective and engaging entertainment/marketing campaign. • 50m Google searches for The Dark Knight and more than 55,000 videos tagged The Dark Knight on YouTube. • By July 18, 2008, The Dark Knight website reached 1.5 per cent of entire users of the internet, the site had 5,270 sites linking to it • Blogsphere.com shows 106,299 blog posts on the launch day of the film alone. • On July 18, blogpulse recorded a peak of 1.307% of all blog posts on the web. • Some of the YouTube videos have received more than 4 million views each and generated hundreds of thousands of comments. What are ARGs? An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions. The key thing about an ARG is the way it jumps off all those platforms. It's a game that's social and comes at you across all the different ways that you connect to the world around you. Transmedia Project Development Story Experience Audience Business Model Platforms Execution Transmedia Project Development Story Experience Audience Business Model Platforms AR fits here Execution Story Model Comparison Single-platform (movies, nonsandbox video games, books) Clear boundary (or “magic circle”) separating story from non-story Story contained within a single medium or artifact Multi-platform (ARGs, transmedia stories) Blurry boundary separating story from non-story Story told across many media artifacts Progression through the narrative orchestrated by authors or algorithms Progression through the narrative negotiated among multiple authors and playerparticipants Story as channel Story as layer Approaching ARGs How might the story be best served with this platform? What experiences can I create? What content can I deliver? How does it fit within the storyworld? What business model opportunities are there? What audiences will be excluded/ included? ARG– when, where, how? Home Away Home Tablet Tablet Public screen? WHY ARGs? Call-to-action AR marker (offline to online) Narrative (video, animation, audio) Add interactivity to non-interactive media Provide contextual story Exploration Provide contextual content location-based content Provide audience with tools gaming role-play •[ARGs] are designed experiences with a strong potential for emergent, that is to say unexpectedly complex, group play and performance. •They are distributed experiences: distributed across multiple media, platforms, locations, and times. •They are embedded at least partially in everyday contexts and/or environments, rather than in marked-off gaming contexts and spaces. They prefer to adopt everyday software, services and technologies rather than exclusively gaming-platforms. •They have the effect of sensitizing participants to affordances, real or imagined. That is to say, they increase perception of opportunities for interaction. •Many, if not most, of their distributed elements are not clearly identified as part of the experience. Thus active investigation of, and live interaction with, both in-game and out-of-game elements is a significant component of the experience. •They have the effect of making all data seem connected, or at least plausibly connected. •They make surfaces less convincing. Underlying structures are what matter. •They establish a network of players who are in the know. They intentionally involve or engage others who are, at least temporarily, in the dark. Jane McGonigal •They inexorably create community. This Might Be a Game, 45 What ARGs are out there? The whole world is our platform… Movies Signs Graffiti Word of mouth The whole world is our platform… Movies Phones & Answerin g Machines Instant Messages Graffiti Signs The whole world is our platform… Word of mouth Events Postcards Theatre Instant Messages Word of mouth Hoaxes Books and comics Phones & Answerin g Machines Graffiti The whole world is our platform… Movies Signs Single player games Email Postcards Technotoys Events Adverts Wikipedia Theatre Movies History Books and comics Phones & Answerin g Machines Installatio n art Signs Graffiti The whole world is our platform… YouTube Twitter Word of mouth Email Multiplayer games Single player games Events Hoaxes Letters Postcards Technotoys Software Instant Messages Blogs (see * above) CASE STUDIES The Beast and ilovebees First wave of ARGs, 2001-2004 The Beast – A.I. Promo (2001) elaborate Murder Mystery played out across hundreds of Web sites, and utilizing email messages, faxes, fake ads, and voicemail messages The Beast ARG The Beast ARG Another example: I Love Bees Used to promote Halo 2 launch (2004) Elaborate narrative and radio play Infiltrated the real world Large Audience (thousands of players) World Without Oil (WWO) was a serious alternate reality game in 2007, a massively collaborative simulation of a global oil crisis, it set the model for using a net-native storytelling method (‘alternate reality’) to meet civic and educational goals. WWO invited people from all walks of life to contribute “collective imagination” to confront a real-world issue: the risk our thirst for oil poses to our economy, climate and quality of life. It was a milestone in the quest to use games as democratic, collaborative platforms for exploring possible futures and sparking future-changing action. wwo ARG: TRUTHABOUT MARIKA Swedish alternative reality game. They used TV, newspapers, the web, live events and kind of took over the whole country for a few weeks. The premise was a fake event, but it was treated as real, and people engaged with the story in a sort of ambiguous way, not knowing for sure what was real, what was fake, what was conspiracy, etc. Such a fictional trope is often part of ARG work, and many would date it back to Orson Welles and the Mercury Theatre’s radio adaptation of H.G.Welles’ WAR OF THE WORLDS in the 30’s. MUSIC ARG: YEAR ZERO YEAR ZERO is an ARG that involved fans of the band Nine Inch Nails at concerts by leaving USB drives in restrooms. Those who activated the files contained therein on a computer got instructions that involved them in launching the viral game, which depicts a theocratic dystopian future, the subject of the album. GLOBAL CAUSE: CONSPIRACY FOR GOOD Global ARG called Conspiracy for Good, sponsored by Nokia. There were extensive live events that contained clues that could be retrieved via mobile augmented reality technologies, as well as many other events. The fictional elements, especially those about the evil corporation, were quite elaborate. There was a real-world charity in Africa that benefited from the activities as well. HEADTRAUMA SHORT FILM ARG COLLAPSUS COLLAPSUS was a documentary film on Dutch television that was expanded into a broader transmedia experience that integrated game-play, global mapping, animation and other elements. Won the best interactive film award at the SXSW festival in 2011. WEB:TAKE THIS LOLLIPOP Interactive Live Facebook Connect Experience Take This Lollipop is a cinematic website created in HTML 5 that requires users to launch Facebook Connect and authorize the use of content in the account, which is integrated into a creepy, serial killer type short film. http://www.takethislollipop.com/ The cinematic experience of “Lolllipop” is startling because it embeds images, maps, names and facts extracted from your Facebook account into the movie seemlessly. ARCADE FIRE LEVERAGES HTML 5VIDEO The Wilderness Downtown. http://thewildernessdowntown.com/ : Indie Rock Band Arcade Fire, working with filmmaker Chris Milk, released a song “We Used to Wait” produced with HTML5. Users enter the zip code of the place they lived as a kid, and the video incorporates street scenes grabbed via Google Map Street View feature. Milk has a slew of experimental video/web projects on his site, including the 2012 FWA Best website (voted by fans), another collaboration with a band, this time Danger Mouse. http://portfolio.chrismilk.com/ 3 DREAMS OF BLACK WebGL/Chrome Project USING Google Chrome’s browser for leveraging the power of Web GL technologies. Users can generate their own “dreams” by drawing on the landscape provided by the site or vote for their favorites. LEVERAGES HTML 5VIDEO AIM HIGH is a web series about a teenaged spy. http://www.imdb.com/title/tt1730374/ “Viewers log on via Facebook” and by giving permission, become part of the story. https://www.facebook.com/AimHighSeries BECKINFIELD Beckinfield (2011) – User submitted videos tell the story of a town Beckinfield is a new site that creates a story world, e.g., a mythical California town, and a storyline that comes from the site, but the unfolding of the story is created by users who upload videos to the site that they have made in characters. The originator is an actor who had been helping fellow actors upload “audition” type videos to YouTube, and yearned for a way to let actors use their improv skills to further their careers. The site’s platform company, Theatrix, hopes to license the software to other content companies who want to leverage their experience. They call it “mass participation television.” http://www.beckinfield.com/ Urban-based exploration game: ACCOMPLICE The Accomplice is an urban-based exploration game/theatre piece, launched in NY http://accomplicetheshow.com/details-ny.php and now in Los Angeles http://www.accomplicetheshow.com/details-hollywood.php ANAMERICAN STORY ETHAN RUSSELL ebook (2012):“It’sYour History:HelpWrite It” Rock photographer and music video director Ethan Russell http://www.ethanrussell.com/index.htmlhas just published his “illustrated” memoir “An American Story” that features copious photography, videos, and a companion website that is seamlessly integrated into the narrative. He tells me the iBook version on the iPad is the best user-experience. It’s also available for the Kindle, Nook, etc. http://itunes.apple.com/us/book/ ethan-russell-american-story/id531762062?mt=11 The website allows users to post their own reminiscences of the historical timeline events itemized within Russell’s nonfiction book. He intends to release these user contributions in subsequent versions of the ebook, which he titled version 1.0. NEXUS HUMANUS 2011:Nexus Humanus from Michael Grant a web-based story world for his next story, which is focused on a mind-control organization. http://nexushumanus.com/ REMEMBERING 9/11 Clark’s GMD Studios created an interactive experience with the Smithsonian to remember 9/11. Simple, text and image-based. http://conversations.si.edu/ EDUCATIONAL: ROBOT HEART Educational transmedia experience for kids Group work 5 Complete the prototype of your ONE TM story world extension, which you will use in your final project. Publish on CB & upload on BB. Comment on at least 2 stories. GROUP TOOLS!!!