Seagull ARG
Last module I completed was two weeks of Creating Experiences.
Mostly Web marketing (where I finally got a Twitter account,) ARG design, and Web tech exploration.
I'm not going to explain what an ARG is, when there is a write up here at Wikipedia...
http://en.wikipedia.org/wiki/Alternate_reality_game
I got a chance to design a number of ARG's and this is the first that I have got into a condition that can be posted.
It's based on a children’s book so I've had to strip out all the references to the book.
I'm not going to go into great depth here as I'd like to keep a few cards up my sleeve ;-)
Hook
You’re trapped on a bus, stuck in traffic, and you see a group of people standing on the side of the road, wearing raincoats, fishing!
Audience
Reaching out to kids and their grandparents
Experience
Gently exploring ecological themes though exploration, questions asked and answered.
Intention: is to pique interest in the film and create a continuing social group brought together by an interest in human interactions with the environment.
Users experience
Intention: to educate our audience in the world and the characters that the movie portrays.
The public are 'hooked' into the networks by forum posts, and flash mobs.
Once in the network, users can access online VR, and mobile games.
These games are designed to encourage education on sustainable fishing and the formation of communities.
Infiltrate existing networks such as Green Peace sites, and conservation forums
Intention: to quickly get the word out to sympathetic ears.
Seed info about the film and the associated projects with major conservation groups on forums.
Participate in discussions, leave clues, invitations into the old winkle network
Seagull used as avatar image and in signatures so that our operatives can eventually be identified.
Social network website
Intention: to piggyback onto established social networks and to give The Seagull a 'hub.'
The Seagull social networking web site
Changes its themes as the member count grows.
Invite experts in conservation to log on and chat with punters
encourage seniors to chat with kids about how the world is different to when they were young.
Grass roots projects seeded such as...
• clean up days,
• Fisheries awareness tours.
• Users swap fish recipes.
Mobile phone game
intention: to give people a fun game that will cause them to 'clump' together.
UPS:
Mobile phone controlled flash mobs.
An application is downloaded to phones which turn whole towns into fishing grounds.
Users watch the movements of virtual seagulls...
to find rich fishing grounds...
users are encouraged through rewards to pass on the location of the finds to other users.
Follow the Seagull
Intention: fun social activity generated by people who are 'hooked' into the Old Winkle network
Sou-wester flash mob
An announcement on all 'Seagull' infiltrated networks of the sighting of the seagull in places around the world
An actor dressed as a seagull appears at these locations and the mob forms around them.
Mob members arrive dressed in raincoats armed with nets or fishing rods and attempt to 'hook' passers-by.
Immersive 'serious game' environment
intention: a virtual environment designed to appeal to grandparents and grandchildren.
Multiple 3d avatar sites modelled on small fishing villages from all over the world such as Greece, Tasmania, New Zealand, and the US.
We track the location of users accessing the site and place them initially in local village locations.
Users explore the environments and learn about the boats, fishing methods, recipes, etc.
Activities:
• Become part of the crew of a fishing boat and learn about navigation, and the process of fishing.
• Users can hire a row boat from the docks and participate in a 'line fishing' game where they need to catch fish of correct size.
• Landing their catch, users seek out the local fish vendor. The User gets a quick education of preserving and are sent out to peddle their wears to other Users visiting the environment.
• The fish sellers are encouraged to be creative with their sales spiel and make up daring fishing stories to enthral potential customers.
There is a local legend about following the seagulls to find the fish, and users are encouraged to follow the seagulls to discover the portal entrances to other the fishing villages around the world.
EG: A user could start off in a Hobart fishing village, and finding a portal, could end up in a village on a Greek Island.
Network website
The networks are encouraged to continue building communities.
Immersive environment
Once the movie is released, a new portal is opened in the VR world allowing access to the village the story from the movie is set in.
Users can explore the environment of the film, and chat with NPC based on characters from the film.
Some new stories, based on themes from the film, are written and Users can discover these additional narratives.
Mostly Web marketing (where I finally got a Twitter account,) ARG design, and Web tech exploration.
I'm not going to explain what an ARG is, when there is a write up here at Wikipedia...
http://en.wikipedia.org/wiki/Alternate_reality_game
I got a chance to design a number of ARG's and this is the first that I have got into a condition that can be posted.
It's based on a children’s book so I've had to strip out all the references to the book.
I'm not going to go into great depth here as I'd like to keep a few cards up my sleeve ;-)
The Seagulls saved out village.
Hook
You’re trapped on a bus, stuck in traffic, and you see a group of people standing on the side of the road, wearing raincoats, fishing!
Audience
Reaching out to kids and their grandparents
Experience
Gently exploring ecological themes though exploration, questions asked and answered.
Intention: is to pique interest in the film and create a continuing social group brought together by an interest in human interactions with the environment.
Users experience
Intention: to educate our audience in the world and the characters that the movie portrays.
The public are 'hooked' into the networks by forum posts, and flash mobs.
Once in the network, users can access online VR, and mobile games.
These games are designed to encourage education on sustainable fishing and the formation of communities.
Lead up to release of movie
Infiltrate existing networks such as Green Peace sites, and conservation forums
Intention: to quickly get the word out to sympathetic ears.
Seed info about the film and the associated projects with major conservation groups on forums.
Participate in discussions, leave clues, invitations into the old winkle network
Seagull used as avatar image and in signatures so that our operatives can eventually be identified.
Social network website
Intention: to piggyback onto established social networks and to give The Seagull a 'hub.'
The Seagull social networking web site
Changes its themes as the member count grows.
Invite experts in conservation to log on and chat with punters
encourage seniors to chat with kids about how the world is different to when they were young.
Grass roots projects seeded such as...
• clean up days,
• Fisheries awareness tours.
• Users swap fish recipes.
Mobile phone game
intention: to give people a fun game that will cause them to 'clump' together.
UPS:
Mobile phone controlled flash mobs.
An application is downloaded to phones which turn whole towns into fishing grounds.
Users watch the movements of virtual seagulls...
to find rich fishing grounds...
users are encouraged through rewards to pass on the location of the finds to other users.
Follow the Seagull
Intention: fun social activity generated by people who are 'hooked' into the Old Winkle network
Sou-wester flash mob
An announcement on all 'Seagull' infiltrated networks of the sighting of the seagull in places around the world
An actor dressed as a seagull appears at these locations and the mob forms around them.
Mob members arrive dressed in raincoats armed with nets or fishing rods and attempt to 'hook' passers-by.
Immersive 'serious game' environment
intention: a virtual environment designed to appeal to grandparents and grandchildren.
Multiple 3d avatar sites modelled on small fishing villages from all over the world such as Greece, Tasmania, New Zealand, and the US.
We track the location of users accessing the site and place them initially in local village locations.
Users explore the environments and learn about the boats, fishing methods, recipes, etc.
Activities:
• Become part of the crew of a fishing boat and learn about navigation, and the process of fishing.
• Users can hire a row boat from the docks and participate in a 'line fishing' game where they need to catch fish of correct size.
• Landing their catch, users seek out the local fish vendor. The User gets a quick education of preserving and are sent out to peddle their wears to other Users visiting the environment.
• The fish sellers are encouraged to be creative with their sales spiel and make up daring fishing stories to enthral potential customers.
There is a local legend about following the seagulls to find the fish, and users are encouraged to follow the seagulls to discover the portal entrances to other the fishing villages around the world.
EG: A user could start off in a Hobart fishing village, and finding a portal, could end up in a village on a Greek Island.
After movie's release
Network website
The networks are encouraged to continue building communities.
Immersive environment
Once the movie is released, a new portal is opened in the VR world allowing access to the village the story from the movie is set in.
Users can explore the environment of the film, and chat with NPC based on characters from the film.
Some new stories, based on themes from the film, are written and Users can discover these additional narratives.
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