Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Information ecologies: using technology with heart
Information ecologies: using technology with heart
Human-Machine Reconfigurations: Plans and Situated Actions
Human-Machine Reconfigurations: Plans and Situated Actions
Communications of the ACM - Alternate reality gaming
Exploring infrastructure assemblage in volunteer virtual organizations
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Playing with leadership and expertise: military tropes and teamwork in an arg
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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In order to understand the social mechanics of alternate reality games, this paper presents a situated action analysis of one game, "I Love Bees". We examine the action traces found within the ILB forum accounts around teamwork and puzzle solving. The playful assemblages demonstrate that the presence or absence of certain non-human actants has a definite impact on each "ludic ecology," and that each impact is contextually specific. We found that the careful design of in-game challenges by the game designers worked differently in practice because of the impact of unconsidered non-human actants. In response, players formed teams and adopted technologies to overcome their specific temporal, spatial and organizational constraints. Therefore, designers need to provide appropriate sociotechnical infrastructure to support player needs, and nonhuman actants should be considered when studying and designing hybrid digital/physical environments.