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ARGs as a paradigm of immersion: The example of “Ghost Invaders—Mysteries of the Basilica”

Par : Contributeur(s) : Type de matériel : TexteTexteLangue : français Détails de publication : 2017. Sujet(s) : Ressources en ligne : Abrégé : Alternate reality games (ARGs) are experiencing increasing success, and reveal so much about their immersive aspect that we may question whether this ludic form could be considered a paradigm of immersion. What form (or forms) of interaction are these games about, however? Are they really immersive? And what might be the impact of this sort of immersion on the public? To try and answer these questions, we study an example of ARG: “Ghost Invaders—Mysteries of the Basilica.” We will see how the immersive aspect of the game has been created by its authors, how it has been received by players, and what its impact has been on player experience. The analysis will use both quantitative data (from the main website and a survey) and qualitative data (including interviews with players, feedback from actors interacting with players, and messages left on forums).
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Alternate reality games (ARGs) are experiencing increasing success, and reveal so much about their immersive aspect that we may question whether this ludic form could be considered a paradigm of immersion. What form (or forms) of interaction are these games about, however? Are they really immersive? And what might be the impact of this sort of immersion on the public? To try and answer these questions, we study an example of ARG: “Ghost Invaders—Mysteries of the Basilica.” We will see how the immersive aspect of the game has been created by its authors, how it has been received by players, and what its impact has been on player experience. The analysis will use both quantitative data (from the main website and a survey) and qualitative data (including interviews with players, feedback from actors interacting with players, and messages left on forums).

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