Possibility Post: Will Integrated Media Homes Kick the Holodeck’s Butt?

In 1997, academic and designer Janet Murray published a book called Hamlet on the Holodeck: The Future of Narrative in Cyberspace. It not only gave voice to the dreams of technologists, fans and universe creators, but also inspired more. The thematic thread of Murray’s excellent book is the notion of the holodeck:

First introduced on Star Trek: The Next Generation in 1987, the holodeck consists of an empty black cue covered in white gridlines upon which a computer can project elaborate simulations by combining holography with magnetic “force fields” and energy-to-matter conversions. The result is an illusory world than can be stopped, started, or turned off at will but that looks and behaves like the actual world and includes parlor fires, drinkable tea, and characters, like Lord Burleigh and his household, who can be touched, conversed with, and even kissed. The Star Trek holodeck is a universal fantasy machine, open to individual programming: a vision of the computer as a kind of storytelling genie in a lamp. (Murray, 2000 [1997], 15)

Murray (and others) hold up the holodeck as the ultimate storytelling machine. What can be more exciting than entering an fictional space that is indistinguishable from reality? There are many that are working hard to create technologies and content that will manifest this vision: sensory devices (both sensing us and enabling us to sense it), realistic graphics and artificial intelligence programs smart enough to do anything. All these efforts aim to make a work of fiction seem real, but they do not attempt to bring the fiction into real life. The holodeck is a separate space, in a magic-circle that one enters. What of a work of fiction that operates in your own life?

While this experience of fiction is not everyone’s cup of tea, it is very exciting to others. It is one of the attractions to ”alternate reality games”, as ARG designer Dave Szulborski explains:

In an alternate reality game, the goal is not to immerse the player in the artificial world of the game; instead, a successful game immerses the world of the game into the everyday existence and life of the player. (Szulborski, 2005, 31)

And ARG designer Elan Lee (who has now co-founded Fourth Wall Studios):

An alternate reality game is anything that takes your life and converts it into an entertainment space. (Lee in Ruberg)

ARGs are not the only format this desire towards a real world immersive space has emerged though. Practitioners of many different properties are playing with ”furnishing” their fictional world with creations that look real and exist in your own world. What I’m also interested in is what happens when this urge to have fiction enter your real world and ubiquitous computing takes hold. As a background to the idea, here is a short clip from Robert Zemeckis’s 1997 feature film Contact. I have used this in some of my talks over the last couple of years to illustrate the possibilities:

Get the Flash Player to see this player.

I’m not talking about stalking audiences! No, instead I’m interested in what it would be like to have that film scenario experienced in real life, but with fictional content coming through the various media. Indeed, how this can be experienced within a media integrated home. Well, a short while ago I posted about an an ”Anytime/Anywhere Content Lab” (AACL) being built by the Entertainment Technology Center at the University of Southern California (with big entertainment industry sponsors such as Disney, LucasFilms, NBCUniversal, Fox, Sony, Paramount). It is described as ”a modular, state-of-the-art, research and testing site where the industry can explore how consumers interact with high-quality entertainment in an integrated environment”. Here is their artist’s vision pic:

This lab is a wonderful opportunity for creators to experiment with testing creations that employ ”concurrent” and ”simultaneous” media usage (which I’ve posted about a couple of years ago here, here and here), but also for coming up with (what I think is) exciting media-integrated experiences. Imagine you come home after just getting the latest Alternate Reality Home ModuleTM. You and your partner put the special ”Game in Play” message on your door and then load the special USB drive into your computer or special device. It does a system check to ensure all your household devices are connected either with cables or wireless. It installs any special plugins your toaster or fridge might need, loads all the programs needed, asks if you want to know how long the experience goes for, the verbally-triggered ”STOP” command and whether you’re ready to commence. You look at each other with eyes wide and giggle. Click.

The lights go out. Your TV starts up and so you wander to the loungeroom. On the screen is a news report on an event that happened just a few minutes ago. You watch it, gathering all the details you can, trying to figure out what the events on screen will mean for you. You hear your kettle boil. The game obviously wants one of you in the kitchen while the other finishes watching the news report. You make two cups of tea while your heart pounds. You hear voices upstairs, freeze, then realise that the radio in your bedroom has turned on. You go upstairs, slowly, and enter your bedroom. The radio is another news report, but this time you’re hearing live calls from people at the event. The phone rings. You answer it and get a government recording telling you that you need to evacute your home immediately and go to this location. You run downstairs to your partner who excitedly says he’s found out something but you tell him you’re got to leave immediately. Your partner looks at you with raised eyebrows. Really? Yes! Cool. Your partner quickly prints out what he found while you grab blankets, your mobile and a torch. You both jump into your GPS-enabled car and….

Now, there are a whole lot of other things one can do in the home, and it doesn’t have to be scary-style. Design issues would include working out how much time people would need to figure something out; leaving cues in the peices as to when a player can leave them (so they don’t feel stuck), indeed: encouraging agency; also balancing the joy of discovering against the game revealing everything for you; using devices to create a setting and tone and for narrative information above mere suspense or house-navigation; a system that can discern the spatial location of your devices to ensure the position of participants is utilised to the greatest degree and so on. But I like the possibilities…Do you have any ideas how the media-integrated home can be used for entertainment?

References
Murray, J. (2000 [1997]) Hamlet on the Holodeck: the Future of Narrative in Cyberspace, MIT Press: Cambridge, Massachusetts

Ruberg, B. (2006) ”Elan Lee’s Alternate Reality” 6 December Gamasutra.com, URL: http://www.gamasutra.com/features/20061206/ruberg_01.shtml

Szulborski, D. (2005) This Is Not A Game: A Guide to Alternate Reality Gaming, New Fiction Publishing.

UC101 updates!

I’ve gone a bit New Year crazy and posted four items on UC101:

Ep 002: Transcript of Evan Jones Interview

The first is the text transcript of Evan Jones’s interview – he’s got some great quotes in there (and my conversational style doesn’t translate too well) :/

Admin Update: What’s Happening?

The admin update is a quick overview of what I think this exciting area needs, changes to the UC101 site and a call for contributors. So let me know if you’re interested!

Launching Strategy: Birth Your Alternate Reality in an ARG Community

The launching strategy post is the first in single-topic articles that share some of the lessons learnt so far. In this article I tackle how one can get around the ‘hoax’ issue in ARGs.

Possibility Post: Will Integrated Media Homes Kick the Holodeck’s Butt?

This article is the first exploring possibilities for the future. In particular I look at storytelling and gaming possibilities in a media integrated home.

I look forward to hearing any feedback and ideas you may have.

Launching Strategy: Birth Your Alternate Reality in an ARG Community

One of the issues when creating an ”alternate reality game” is that it may receive negative backlash from being perceived as a ”hoax”. Alternate reality games (ARGs) if you recall, are (among other things) multi-platform works that remove any cues to its fictionality. So, if you put fake newsfootage online, there is no meta information around it explaining that it is a work of fiction. There are many examples of negative backlash due to confusion over the fictional status of a work, a recent example is LonelyGirl15. August last year I posted a short essay on Why ARGs Aren”t Hoaxes on my old blog (which I’ve moved to my personal site). The argument I put forward was that ARG creators actively encourage players to co-create the work of fiction with them and the resulting player-production that occurs (gameplay resources) then puts all the fictional cues back in. ARG creators take the cues to fictionality out while the players put it back in. This has worked well with many ARGs, except those that are not launched to the ARG community first.

ARGs that launch outside of the community often garner lots of media buzz, but for (I argue) the wrong reasons: people are discussing whether it is a hoax and how this makes them feel. In an interview at ARGNetcast, filmmaker Lance Weiler, reflected that the reason why his ARG to market the Warner Bros. VOD release of his film Head Trauma, Hope is Missing , faulted temporarily under this hoax accusation was because it was launched outside of the ARG community. Weiler will be on a forthcoming podcast here (talking about distribution techniques and so on), but for now I wanted to explain why I think ARGs launched outside the ARG community suffer from hoax issues.

As I discussed in my mini ARGs & Hoaxes essay, ARG players have a new media literacy of ”judgement”. I reconfigured this new media literacy posed in the new media literacies whitepaper ”Confronting the Challenges of Participatory Culture: Media Education for the 21st Century” in the context of ARGs:

Judgment: players evaluate the reliability and credibility of different information sources (to discern whether the sources are part of a game, or discovered at the right time) through activities such as checking the date the website domain was registered, who the website was registered by, the depth in the archives and the links to and from the site and ingame references.

Recently, a longitudinal study ”Information Behaviour of the Researcher of the Future” conducted by CIBER research team at University College London has found that the ”Google Generation” (among other things) lack the skills to critically assess online information. This deficiency of judgement is due in part I believe to the lack of education in schooling. At many universities and secondary schools there is a ”no web” policy where teachers do not train students how to judge websites, they just forbid them from citing the web. One of the reasons why this policy is so rampant of course is because many of the educators don”t know how to judge websites either. But the inability to judge content (including its fictionality status) is a skill in itself. That is why many educators are excited about using ARGs — they (among other things) help teach such literacies.

Anyway, this phenomena explains in part the issue of a ”hoax” perception in some ARGs and reveals a strategy that can be used to circumvent it. Target those who have these judgement skills, wait until they create resources that frame the work, and let the ripple effect spill over into the non-ARG communities (with well timed efforts to raise awareness from yourself too). How practitioners target the ARG community will be the topic of another post…but in the meantime, if you have any thoughts on this issue comment away!

[26 JAN EDIT: This post seems to have been misinterpreted by some, so I’ve cleared up and developed the idea with Steve Peters and SpaceBass in the comments here and also in my follow-up post here].