[arg_discuss] Copycat warning over alternative reality games
Mike Cox
mikeyj.cox at gmail.com
Thu Oct 9 11:50:20 EDT 2008
IECOMPIBDOs, the new ARGs. ;)
http://www.operationsleepercell.com/
skype: mikeyjcox
twitter: mikeyj
On Thu, Oct 9, 2008 at 8:32 AM, Dan Hon <dan at sixtostart.com> wrote:
> The article in the magazine is actually much longer - I'm trying to get
> hold of a print copy at the moment. Suffice to say that we're trying really,
> really hard to stop talking about "ARGs" - instead talking about
> "traditional ARGs" and the new, more general, cross-platform
> entertainment/game hotness. Which, really, is just Interesting and Engaging
> Content, Optimised to the Medium and Platform It's Being Delivered On.
>
> --
> Dan Hon, CEO, Six to Start
> m: +44 7870 600 828
> t: +44 33 3340 7490, f: +44 33 3340 7494
>
>
>
>
>
> On 9 Oct 2008, at 16:29, Adrian Hon wrote:
>
> Yeah, not a lot in that article surprises me; just confirms that these
>> guys don't really understand what's going on. I don't really have a
>> lot to offer this discussion other than saying 'I agree'. Certainly
>> it's a shame that ARGs are being pigeonholed in this way (not that
>> 'ARG' as a term holds a lot of useful meaning). Most of the
>> interesting work is being done outside of marketing, right now.
>>
>> Adrian
>>
>> On Thu, Oct 9, 2008 at 4:02 PM, Brian Clark <bclark at gmdstudios.com>
>> wrote:
>>
>>> No one took "The Hand Grenade" Monello's bait, eh? No assist from me,
>>> sir:
>>> this was what had me foaming at the mouth 2 ARGfests ago.
>>>
>>> "ARG" isn't just "a marketing approach" ... it is one that isn't even
>>> loved
>>> by marketers. Attempts to reclaim in the word in non-ironic ways are
>>> doomed
>>> to failure, which is why very few of us as practitioners use that word
>>> anymore.
>>>
>>> Upsides are broader than even what "The Hand Grenade" suggests, though,
>>> as
>>> his definition still doesn't provide a place for non-fiction in that
>>> continuum. Or maybe what ever supplants ARG only cares about obvert
>>> fiction,
>>> but the same principles work without having to play make believe.
>>>
>>> But in reality, that news story is no stranger than "Marketers Still
>>> Struggle To Understand This Strange Nightmare World They Inherited".
>>>
>>> :)
>>>
>>> -----Original Message-----
>>> From: arg_discuss-bounces at igda.org [mailto:arg_discuss-bounces at igda.org]
>>> On
>>> Behalf Of Mike Monello
>>> Sent: Wednesday, October 08, 2008 10:52 AM
>>> To: Discussion list of the IGDA ARG SIG
>>> Subject: [arg_discuss] Copycat warning over alternative reality games
>>>
>>> Stories like this are why I always bristle against defining an ARG versus
>>> living under a looser definition such as cross-media narrative or
>>> similar.
>>>
>>> I still maintain we are (or should be) in a period of extreme
>>> experimentation, the results of which will ultimately define what it is
>>> and
>>> what the sub-genres or styles are. When we codify a strict definition
>>> around
>>> ARG, we turn it into a series of tactics rather than a formal structure
>>> under which an infinite variety of projects can live. When people use the
>>> term "ARG," it should be the way people use "sitcom" or "soap-opera" --
>>> only
>>> a specific form of cross media engagement.
>>>
>>>
>>>
>>> http://www.nma.co.uk/Articles/39895/Copycat+warning+over+alternative+reality
>>> +games.html
>>>
>>> Copycat warning over alternative reality games
>>>
>>> Platform: Internet | Author: Luan Goldie | Source: nma.co.uk |
>>> Published:
>>> 08.10.08
>>>
>>> Brands are being warned against rashly adopting alternate reality games
>>> (ARGs) as their use as immersive brand experiences takes off.
>>>
>>> Cancer Research, Red Cross and Puffin (whose Young Bond ARG ends this
>>> week),
>>> are among the recent wave of brands to join the new trend for creating
>>> ARGs,
>>> which aim to engage consumers in connected online and offline activities.
>>>
>>> Early ARGs have been successful. McDonald's The Lost Ring game,
>>> supporting
>>> its sponsorship of the Beijing...
>>>
>>> ... Olympics, attracted more than 2.5m people in 100 countries, for
>>> example.
>>> However, the online industry has urged brands to be cautious about
>>> adopting
>>> them ad the next craze.
>>>
>>> Toby Feldman, marketing director for wrestling federation WWE, said the
>>> organisation had looked at ARGs as a marketing technique but decided it
>>> would not be an appropriate engagement tool.
>>>
>>> "It's down to the brand you have. One size never fits all, and if it's
>>> not
>>> relevant then it can very quickly become gimmicky," said Feldman. "If
>>> you're
>>> first to do something then it will work as it will stir interest and
>>> publicity."
>>>
>>> "Everyone looks for innovative ways to get messages across but if too
>>> many
>>> others follow suit then it becomes run of mill and waters down its
>>> effectiveness," he added.
>>>
>>> Likewise, Rei Inamoto, co-chief creative officer at AKQA's US office, the
>>> agency behind McDonald's The Lost Ring, said, "I do feel that ARGs are a
>>> bit
>>> of a fad right now. If agencies and clients do it blindly just because
>>> it's
>>> the buzzword, it will just lead to copycat tactics."
>>>
>>> However, Alex Miller, head of Jam, i-level's social media department,
>>> said
>>> it was clear why ARGs are becoming popular among brands looking to create
>>> strong brand connections. "If the buzzwords at the moment are audience
>>> participation, interaction and empowerment then a branded ARG, if
>>> executed
>>> well, ticks all of those boxes," he said.
>>>
>>> Adrian Hon, chief creative officer at ARG specialist Six to Start, which
>>> recently rolled out a cross-media competition for Penguin called We Tell
>>> Stories, agreed that interest was growing. "It hasn't happened overnight,
>>> but we're now getting brands coming to us all the time. Two years ago we
>>> had
>>> to explain what these games were for, but now it's very popular and we're
>>> getting approached all the time."
>>>
>>> Other major brands, while not ruling out ARGs feel it's too early to make
>>> the investment. Emma Jenkins, head of interactive marketing at Procter &
>>> Gamble, said, "It's still very new and gaming is evolving so rapidly.
>>> Anything we do has to stay in line with our consumers, so we wouldn't
>>> rule
>>> it out completely. We'd look at it, but not yet."
>>>
>>> Audi's UK PR manager David Ingram agreed. In 2005, Audi US launched ARG
>>> The
>>> Art of the Heist, which encouraged players to find a stolen Audi A3. The
>>> game had more than half a million participants and created over 4,000
>>> test
>>> drives.
>>>
>>> "We're a bit more traditional," said Ingram. "ARGs have never been on the
>>> cards for us. We've run campaigns on PlayStation and we're confident in
>>> doing that, but not ARGs yet."
>>>
>>> ARGs utilise media across multiple platforms, including mobile, print,
>>> outdoor and online, with the player often able to influence the story.
>>> The
>>> first ARG was The Beast, used to promote the film Artificial
>>> Intelligence,
>>> with players taking part in a game that incorporated websites, email,
>>> telephone conversations.
>>>
>>> Sky won an nma Effectiveness Award in 2007 for its ARG for TV show 24.
>>> Last
>>> week the Red Cross launched its Traces of Hope ARG to raise awareness of
>>> civilians separated from their friends and families due to conflicts
>>> around
>>> the world.
>>>
>>>
>>>
>>>
>>>
>>> ---
>>> Mike Monello
>>> Partner, Campfire
>>> http://www.campfirenyc.com
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
>>> ARG_Discuss mailing list
>>> ARG_Discuss at igda.org
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>>>
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>>>
>>>
>>>
>>>
>>
>>
>> --
>> Adrian Hon - mssv.net
>> Chief Creative at Six to Start - www.sixtostart.com
>> Founder of Let's Change the Game - www.letschangethegame.org
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