October 21, 2003
Immersive/Pervasive Gaming
Useful overview of some new developments in collective mobile entertainment including analysis of "The Beast" interactive narrative (not a game) designed to support/hype Speilberg's movie AI and written by Sean Stewart
This Is Not A Game: Immersive Aesthetics and Collective PlayJane McGonigal, Department of Theater, Dance & Performance Studies, University of California at Berkeley. E-mail: janemcg@uclink4.berkeley.edu.
Abstract
The increasing convergence and mobility of digital network technologies have given rise to new, massively-scaled modes of social interaction where the physical and virtual worlds meet. This paper explores one product of these extreme networks, the emergent genre of immersive entertainment, as a potential tool for harnessing collective action. Through an analysis of the structure and rhetoric of immersive games, I explore how immersive aesthetics can generate a new sence of social agency in game players, and how collaborative play techniques can instruct real-world problem-solving.Keywords
Massively-multiplayer gaming, virtual reality, collective intelligence, extreme networks.Full Text
Full text 172KB PDF. Adobe Reader or PDF viewing software required.
Update: Here's an even better description of the design objectives for "the beast".
Posted by sfisher at October 21, 2003 12:20 PM
Comments
looks interesting...time to give it a read.
Posted by: will at October 21, 2003 02:49 PM

