Posts Tagged ‘ ARGs

The effects of new media on how film is produced and consumed.

Old televisions left for scrap

From the horizontal integration of multinational corporations, which guarantees extensive media crossovers, to the digitization of Hollywood, which has affected the business, production, and marketing of cinema, big-screen films are indebted to a similar intimate congress among media. (Klinger 2006 p236)

In recent years we have seen many changes in technology.  Processing power has increased, software is getting more and more integrated and complex and the hardware that is needed to run programs is getting smaller and more cost-effective.  For the film industry this means new editing software, more powerful digital imaging programs and new formats like digital projection, DVDs and Blueray. Digital cinema provides a clearer picture, a better cinematographic experience and faster and easier distribution and is now becoming an industry standard. (Taylor 2006) DVDs and Blueray have replaced the now-obsolete VCR as the new home entertainment standard and home cinemas with bigger screens and better sound have changed the home viewing experience. The media integration and convergence that new technologies are creating encourages increased franchising and intertextuality, a lucrative development that production companies are only too glad to encourage.  Now blockbuster films have all sorts of associate ancillary products, from video games to special edition DVDs to theme park rides and action figures.

A lucrative franchise is known in the commercially driven film industry (particularly in Hollywood) as one of the best ways to make money.  Hollywood blockbuster films may cost millions of dollars to make but studios are willing to put money into them if they expect them to provide a high financial return.  Successful blockbuster films are what fund Hollywood studios.  The studios can afford to take some financial risk in other areas, funding many smaller films that are not guaranteed to recoup money if they have a couple of blockbusters in hand. This is because the revenue from blockbusters is not simply dependant on income from seats sold in theatres. Lucrative sponsorship and product placement deals as well as the sale of merchandise, like games and special edition DVDs, supplement this income. These films are known as ‘tentpole pictures’ (Bordwell 2006 p12) because they are the productions that ‘hold up’ the rest of the studio in the same way as a central pole in a tent keeps the rest of the tent upright.
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Alternate Reality Games, Advertising and Entertainment: How digital media is changing the way we tell stories.

For my final project for my B.A. in Communications and Creative Multimedia at DkIT a group of us created and ran an alternate reality game. (More details available at http://postaftermath.com) ARGs are a relatively new and really interesting way of telling stories.

This is a paper that we presented at the International Symposium for Electronic Arts, 2009.

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Irene McGinn, Sinead Rafferty, Sinead McCarthy, Cormac Meegan & Ronan Lynch

Dundalk Institute of Technology, Ireland

#703. Alternate Reality Games, Advertising and Entertainment: How digital media is changing the way we tell stories.

Alternate Reality Games are structured around interactive narrative that uses multiple media -text, audio, still images, animation, video, and interactivity- and game elements to engage players, encourage collaboration and tell a story that can be affected by the players’ ideas or actions. They are typified by the idea of ‘Game as Platform’ where there is not one specific platform that the game is played on. Instead it uses numerous elements, both online and offline to tell the story and the game itself is the uniting factor.

These games have been used successfully in the advertising and entertainment industries to promote brand awareness and to absorb viewers in the settings and themes of films and television shows.  They can also be used to engage diverse groups of people in discussion on global issues such as the environment and politics.

In May 2008 we ran Ireland’s first Alternate Reality Game to a successful conclusion. Using our own learning through this experience and drawing from the experience of others, the aim of this paper is to explore the various factors that influence the relative success of these types of games.

The paper looks at their previous usage in entertainment, advertising and conflict resolution and their potential applications as both a social and educational tool. Read more