AccessMyLibrary provides FREE access to over 30 million articles from top publications available through your library.

Broadening our definition of gaming: big games.(Chapter 3)

Library Technology Reports

| April 01, 2008 | Levine, Jenny | COPYRIGHT 2003 American Library Association. This material is published under license from the publisher through the Gale Group, Farmington Hills, Michigan.  All inquiries regarding rights should be directed to the Gale Group. (Hide copyright information)Copyright

Hot Books is a game that aims to bring life to libraries by making library patrons engage with and create relationships to books they might never imagined existed.... By locating the game in a brick and mortar library, the game utilizes the organic, physical site of the library, thereby making the opportunity to play the game special, and yet, ironically, artificially makes the library into a special arena.--Nick Reid (1)

One model that redefines gaming is the "big game," which can be considered the exact opposite of a videogame. Or maybe it's really just making the world into a giant, real-life videogame. Either way, big games may be an even better fit for libraries than videogames because we already have many of the resources necessary to run them.

Big games are becoming big enough (no pun intended) that there are now several companies whose primary business it is to create them for interested organizations and events. One such company, area/code, defines big games as "large-scale, real-world games" that "might involve transforming an entire city into the world's largest board game, or hundreds of players scouring the streets looking for invisible treasure, or a TV show reaching out to interact with real-time audiences nationwide." (2) The company even publishes on its Web site a manifesto that further defines these types of games.

 
   Big Games are large-scale, multiplayer games that 
   include some form of real-world interaction. 
 
   Big Games point towards a future in which 
   socially aware networks, smart objects, location 
   sensing and mobile computing open up new 
   ways for people to play. 
 
   Big Games use technology, but are not subservient 
   to it. Big Games are made out of people, 
   connections, ideas, situations, and events. Big 
   Games have computers inside of them, not the 
   other way around. 
 
   Big Games create a conscious confusion 
   between the real and the imaginary, between 
   ideas and objects, between information and 
   space. Instead of the simulated worlds of computer 
   games, Big Games transform the physical 
   space around us into a shared gameworld, 
   brought to life by the choices, actions, and experiences 
   of the players. 
 
   Big Games encourage a playful use of public 
   space. They have their roots in the neighborhood 
   games of childhood; in the campus-wide 
   games and stunts of college; in the nerd-culture 
   of live-action role playing and Civil War reenactments; 
   in the art-culture of Happenings 
   and Situationism; in urban skateparks, paintball 
   fields and anywhere people gather together to 
   play in large numbers and large spaces. 
 
   Big Games are games, not academic exercises, 
   not tech demos. They must be easy to 
   understand but deep enough to encourage 
   thoughtful play. They must have challenges and 
   rewards. They must run the gamut from purely 
   abstract formal systems to richly rendered narrative 
   experiences. They must connect people to 
   people whether they are…
Related articles from newspapers, magazines, journals, and more
Gamers Swoop Into Gothic Action Advenuture and Alternate Reality in Drakengard;...
Press release article from: PR Newswire January 14, 2004 700+ words
...among the enthusiast press have been very positive. The title has been named as one of Official PlayStation Magazines' "Big Games for 2004." Drakengard also won "Best of E3 -- RPG" and was nominated "Best of E3 -- Overall" by IGNPS2.com. "To...
World Without Oil, First Alternate Reality Game to Confront a Major Social...
Press release article from: PR Newswire April 30, 2007 700+ words
...a live interactive month-long alternate reality event to explore this very real possibility...WORLD WITHOUT OIL is the first alternate reality game to enlist the Internet's vast...for oil begins to exceed supply. "Alternate reality gaming is emerging as the way for...
NAB Show Expands to Feature Video Games, 'Alternate Reality'.
Press release article from: Business Wire April 13, 2009 700+ words
...The 2009 NAB Show will host "Alternate Reality and Video Game Day" on Thursday...of console and PC video games and alternate reality entertainment. The sessions, open...sectors. Sessions at the NAB Show "Alternate Reality and Video Game Day" will include...
Serious Games Tackles ARG Design and the Coming Hive Mind.(I Love...
Magazine article from: ExtremeTech.com March 7, 2007 700+ words
...phenomena three years ago, an alternate reality game that functioned partly as a...collective intelligence and its role in alternate reality games. Today, as the resident designer...her thoughts about the future of alternate reality games on Tuesday during her keynote...
Ready, aim, fire up the mass gamers: Alternate reality targets potential...
News wire article from: Charlotte Observer (Charlotte, NC ) September 24, 2007 700+ words
...have been playing an online alternate reality game designed to pique interest in "Halo 3." Alternate reality games are the cutting edge of...usually free for players. The alternate reality games attempt to sway the influential...
Marketers tapping into the magic of an alternate...
Magazine article from: Advertising Age Iezzi, Teressa November 21, 2005 700+ words
...messages. Poker tournaments held in cemeteries. Welcome to alternate-reality marketing. Marketers from Audi, Microsoft and Coke...They all fall into the fast-developing category of alternate-reality games (now known as ARGs), a cross-media format that...
ALTERNATE REALITY GAMES: Following the scent.
Magazine article from: New Media Age October 9, 2008 700+ words
Alternate reality games can engage consumers with a brand in a truly interactive way. But that doesn't mean they're right for everyone Alternate reality games (ARGs) have been around since 2001, when a game called...
alternate reality.(television personalities grooming)(Brief Article)
Magazine article from: Allure Pergament, Danielle January 1, 2005 700+ words
Alternate Reality The stars of The Swan, The Simple Life, Survivor, and American Idol prove that tiny...seen on you before can make a huge impact." Think of it not as change, but as an alternate reality. danielle pergament
'SFR launches alternate reality game via web, mobiles'.
News wire article from: Europe Intelligence Wire April 6, 2009 700+ words
...From DMEurope) DMEUROPE-6 April 2009-'SFR launches alternate reality game via web, mobiles' (C)2009 DMeurope.com (http...reserved. French operator SFR has launched a cultural alternate reality game (ARG) "77 jours pour sauver Lille Aaaoe Can you...
GM's alternate reality yields real-world results; Carmaker's online game hypes...
Magazine article from: Advertising Age July 10, 2006 700+ words
...mutual. The automaker's first trip into the world of alternate-reality gaming nabbed the company a small but highly engaged audience...goal: Create prelaunch buzz for the ethanol-ad blitz. Alternate-reality games, or ARGs, are catching on with marketers. ARGs...
For more facts and information, see all results
©2010 Gale, a part of Cengage Learning. All rights reserved. About us | FAQs | Contact us | Privacy policy | Terms and conditions
Other Gale sites: Encyclopedia.com | HighBeam Research | Acquire Content | Books & Authors | Goliath | MovieRetriever | Smart QandA

The AccessMyLibrary advertising network includes: womensforum.com GlamFamily