The functions of multiple representations
Computers & Education
Instant messaging in teen life
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Black cloud: patterns towards da future
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
Designing games for learning: insights from conversations with designers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media
Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Game design for promoting counterfactual thinking
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing reusable alternate reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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An Alternate Reality Game (ARG) is a form of transmedia storytelling that engages players in scavenger hunt-like missions to collectively uncover, interpret, and reassemble the fragments of a story that is distributed across multiple media, platforms, and locations. ARGs are participatory experiences, because players have a central role in reconstructing the storyline. Furthermore, players interact with the game as themselves, not via avatars. Although transmedia formats like ARGs have garnered increasing attention in entertainment and education, most have been targeted for adults 18 and older. Few studies have explored the design process of education-based ARGs for children. In this paper, we detail the design and implementation of an ARG for middle school students (13--15 years old). We describe the strategies we used to distribute story elements across various media and to encourage players to participate in an authentic inquiry process. We found that a "protagonist by proxy", or in-game character with whom players related closely, served as a strong motivator and a model for positive participation. We highlight student interactions and offer insights for designers who implement ARGs and similar immersive learning experiences.