E. Moula & K. D. Malafantis, From Literature To Alternate Reality Games. Prerequisites, Criteria, and Limitations of A Young Adult Novel's Transformational Design For Educational Purposes
E. Moula & K. D. Malafantis, From Literature To Alternate Reality Games. Prerequisites, Criteria, and Limitations of A Young Adult Novel's Transformational Design For Educational Purposes
https://www.scirp.org/journal/als
ISSN Online: 2327-4050
ISSN Print: 2327-4034
Keywords
Literary Education, ARG, Transformational Design, Affinity Spaces,
Multiliteracies
“has operated with too narrow a model of narrative, one preoccupied with
the rules and conventions of classical linear storytelling at the expense of
consideration of other kinds of narratives, [….] which seek to balance be-
tween the competing demands of narrative and spectacle”.
the Day), two that aimed to strengthen the players’ motivation to learn foreign
languages and foster intercultural awareness (Tower of Babel, Global village
playground), two about emergency response training (AtomicOrchid, Disaster
Experience Game), one about physical education (The Skeleton Chase), one
about science education (STEM ARG), and one about sexual education (the
Source). Among the nine ARGs that were located, only one was being addressed
to secondary education students. This was the Tower of Babel, which focused on
secondary school students so as to motivate them to learn a modern foreign
language (Connolly et al., 2011).
Again, in other cases students are becoming co-designers of the games, ex-
ploiting and enriching their digital literacy (Colvert, 2009) or individual teacher
take initiatives—which are rare exceptions-, such as the case of John Fallon who
turned the Odyssey into an ARG called: Dolus: Finding the Journal of Odysseus
(Darvasi, 2014).
medial modification.
Having taken into account that one of the most effective ways of transmitting
information and learning is through narratives, which are valuable support for
learning, providing a sense of experience, organizing knowledge, raising prob-
lem-solving skills and increasing motivation (Hodhod et al., 2011), we chose to
use this kind of hybrid narrative to promote a wide range of learning goals. The
ARGs’ major advantage is that they combine narrative with interactivity. Narra-
tive, on the one hand, frames the abstract knowledge and connects it with life
(Kapp, 2012) and the interactivity, on the other, allows the player to actively par-
ticipate in the construction of the story, stimulates curiosity and imagination,
and leads to “stealth” learning (Hodhod et al., 2011). Interactive narratives indi-
rectly and subtly channel cognitive content as students are absorbed in story and
play (Padilla-Zea et al., 2014).
The “Leros’ Code”, which the kids try to locate and protect, is a manuscript
describing the history and the customs of the island of Leros until the 19th cen-
tury, but they find out that part of it had been cut off by someone who knew the
value of it long ago and had disappeared. At the same time the presence of the
“Black Swan” in Leros the luxurious yacht of the powerful businessman Kurt
Winder, complicates the situation.
As the thread of the story unfolds, significant elements from the geography
and the history of the island and of Greece in general, with focus on the period
of Italian occupation of the Dodecanese, are assimilated by the narrative. The
encyclopedic elements are harmoniously integrated within the flow of the events,
so that not only they are not being obtrusive, but they also contribute to the ris-
ing of the action.
Even more, through the adventure the readers are faced inadvertently with
some key social or historical issues of major importance, which engage them
emotionally and involve them mentally, such as the refugee issue, the distortion
of truth by mass media, the way power controls and manipulates politicians, the
methods used by the totalitarian regimes in modern Greek history in order to
exterminate their political opponents, etc.
All the above characteristics of the specific narrative, the mystery-solving, the
full of twists and subversions plot, the convincing characters, whom the students
could identify with, the familiar settings (South Aegean Sea, Dodecanese) as well
as the encyclopedic quality of the story combined with references to social issues
that encourage reflection upon, contributed to the choice of the book to be used
as the raw material of an ARG, which would be implemented in the context of a
semi-formal educational process.
Thus the redesigned literary text into an ARG would at the same time be a
source of reflection and a means of introducing students with key social and
historical themes, not only at an informative but also at a critical-interpretive
level. This would become feasible by intertwining missions and puzzles for stu-
dents to perform or resolve, during the narrative process.
The implementation took place in the city of Rhodes, namely in two schools
of Secondary Education (2nd High School and 1st Upper High School). The 68
students, who participated, were divided into two groups (one per school). It
lasted 6.5 months from November to May, outside the school holiday season.
form of belief (McGonigal, 2003a) in the events as real facts. It is vital that the
boundaries between reality and fiction are blurred and that players are not cer-
tain if the narrative inhabits the real world or the world of the fictional story.
One of the most problematic designing ideals is the desire to create a complete
360˚ illusion of the game world (Koljonen, 2007; Waern et al., 2009), taken into
account the Pinocchio effect (McGonigal, 2003b) which expresses the desire of
the players to be absorbed by the game world as if it were real.
However, as this ARG was designed to take place in an educational context—
an extracurricular activity program—the above fundamental requirement for its
success was by definition abolished. The mere fact that it was addressed to stu-
dents within a predetermined space and time frame, despite its playfulness and
innovative character, undermined the desired illusion and belief performance
and it was conceived as a supervised educational activity. This deprived the
project of a significant part of the fascination about the unknown and the charm
of the real mystery.
ARGs usually start with an element that appears supposedly random in some
media and acts as a lure. In the most successful games, the participants had for a
long time the impression that they were after a real mystery. In our case, stu-
dents’ participation necessarily required their recruiting, through a top-down
process, (from the teacher to the students) which made the educational dimen-
sion of the project even more transparent.
Hence, another fundamental requirement of the ARGs could not be fulfilled,
which was the creation of a “rabbit hole”. This terminology refers to the first
website, the original way of communication, or the puzzle from which an ARGs
originates, and emanates from Louis Carroll’s famous “Alice in Wonderland,”
where Alice’s entry from the rabbit hole marks the beginning of the adventure
(Tuten, 2008).
Moreover, as students’ recruitment took place in the school environment, a
major problem related to the interpretative frame of the educational environ-
ment arose. The frames are mental patterns through which the individual ap-
proaches social situations (Goffman, 1974). These are commonly accepted, they
constitute social constructions and control one’s expectations in specific cir-
cumstances.
Framework analysis has been applied to the game research field and it has
been shown that established perceptions of games collide along the way with
other emerging individual notions (Consalvo, 2009; Glas et al., 2011), but in the
case under discussion, we had to face the existing notions of the students con-
cerning a number of things involved.
The format of an ARG is difficult to comprehend by players entering the
process with a previous gaming experience in other gaming forms and, concrete
perceptions about what a game means and about what a narrative consists of (Kim
et al., 2009). Even more strongly biased is the concept of learning itself and its ap-
propriate processes. The previous familiarization of the players with self-contained
liarize the players with specific tools and digital environments, a fact that dimi-
nished players’ anticipation.
• we kept the strong narrative structure of the book, with slight modifications,
• we gave the story a modular structure which was spread throughout the
world (digital and physical),
• we took good care of creating meaningful story pieces that all played a role in
the formation of the game,
• we afforded the players the opportunity to interact with the system, by em-
phasizing on interactivity and we composed puzzles, riddles and missions so
that they could be achievable by the skill level of the participants, providing
them a sense of satisfaction and self-fulfillment.
• we tried to shape an effective, collaborative community and
• we gave the players the possibility not only to collaborate but also to com-
pete, by setting an individual as well as a collective award and by keeping a
regular shared board with the results and the won badges.
Another theoretical frame we took into account was the prerequisites of the
transformational play, since we designed the ARG for educational purposes. So,
we had to weave together particular design threads to form what it is referred to
as substantive, immersive, impactive, and reflexive participation (Barab et al.,
2010).
As far as the cognitive-substantive demand was concerned, given that the
learning outcomes are not limited to knowledge of content but are observed in
the development of skills, literacy, interest and empowerment, we defined the
contents to be assimilated by the students, concerning historical and geographi-
cal facts and we incorporated them into missions to be accomplished for the
narrative to unfold. Missions were sought to include challenges that exploited a
representative range of digital environments and applications with an increasing
degree of difficulty to create skill scaffolding.
Concerning the goal of immersive communication, which depends heavily on
the persuasiveness of characters and the fictional world, certain data were
created and disseminated on the Internet in order to animate the characters and
provide them true-to-life identity. Thus, profiles were created on facebook and
twitter, personal blogs, or websites which formed the communication channels
with the players.
Missions to the real world of the immediate surroundings of the players were
also planned and tried to also be realistically feasible. Equally challenging was
the activation of members of the local community to participate in the game and
enliven it.
At the level of the interaction (impactive communication) of the players with
the game, there were created various digital challenges, online quizzes, fill-in or
crossword puzzles, multiple-choice tests, encrypted messages in a variety of
codes, augmented reality missions, google maps with embedded data, encrypted
messages in a variety of codes, video chat threads and polls.
At specific key points, players were allowed the opportunity to influence the
flow of the story by choosing between forking paths, in a way that the result
could not overturn the original design, giving the players the illusion of power
over the story, while the possibility to maneuver back to the main narrative was
predicted.
Regarding the goal of reflective participation, there were opportunities for
self-expression, points that allowed and supported the submission of personal
views and the development of dialogue through which the possibility of nego-
tiating assumptions and exchange arguments was provided. The players had the
chance to discuss and reflect on their decisions and the effects of them in the
game and in real life.
To be more specific, the narrative items were delivered in a variety of ways.
In particular, one profile was created on facebook (iasonas daimonios)
(Figure 2), two on twitter (Savvas Kortesis, @KortesisSavvas and Antonis Lime-
nikos, @limenkos), (Figure 3), four blogs: https://blogs.sch.gr/moula/ (for An-
tigone), https://iasonasdaimonios.wixsite.com/dimitris (for Dimitris),
http://odysseuscorner.simplesite.com (for Ulysses) and
https://egeomarenostrum.wordpress.com (for Ameglio) (Figure 4), as well as a
slidewiki https://slidewiki.org/user/katerina (for Katerina).
3. Conclusion
ARGs, no matter how complicated they may be on designing level, seem to
Conflicts of Interest
The authors declare no conflicts of interest regarding the publication of this pa-
per.
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