The topic of Alternate Reality Games (ARGs) was an interesting one this week that I think fits well with my remediation project and essay. Although I have chosen to remediate and write an essay about the sub plot of a television series - the way in which the characters story intertwines with real life scenarios is similar to the way in which ARGs are operate.
Örnebring states: "Alternate Reality Games (ARGs) are a form of internet-based mystery game in which participants are immersed in a fictional world and engage in collective problem-solving" (Örnebring 2007 p. 445).
And they work by:
"Events and things mentioned in the episodes of the
TV series itself will also provide clues. Bit by bit, these clues form a
separate narrative set in the fictional world" (Örnebring 2007 p. 446).
In the TV show Gavin and Stacey - Nessa's back story is never fully told and she remains somewhat of a mystery. A series of clues are dropped by Nessa in her stories that reflect upon past conquests involving famous people from the real world. If viewers choose to investigate these clues they will find that these stories not only reference real life people but also real life scenarios that have been reported in the press. Nessa turns out to be someone that has escaped the limelight while being involved in a great deal of scandal.
Therefore the TV show follows a similar line to ARGs in that:
- A mystery is created
- Clues are given
- Clues can be investigated by audiences
- Clues link to real world people and scenarios through press reports
My remediation project sets out to join these clues together through a blog that presents Nessa as if she is a real life person and further the idea that the stories are true. Unlike a game there is no puzzle solving winning at the end, it is merely a site for investigating clues and filling in the back story - a kind of virtual reality blog based on a virtual reality storyline in a TV show.
In this regard my blog could be seen as an example cultural labor described by Fiske and quoted by Örnebring as "
‘filling in the
syntagmatic gaps in the original narrative’ (Örnebring 2007 p. 451 quoting Fiske, 1992). In other words the blog pieces together a back story that enriches the characters in TV show. Örnebring believes that this type of culture labor supports marketing for television shows (as does other fan created content) - as it stays within the storyline and concept of the show rather than changing it, and disseminates to a wider audience
This same idea was covered in our second reading about Digital Commons - especially in the sections about mods which are fan produced modifications for games. The point was made here too that modders stick to the boundaries of the originating text source as per the following quote:
"most mods are thematically conservative, undertaken by technically accomplished fans who love a particular game and want more of it – more weapons and monstrous opponents for shooters, different campaigns and battles for war games – in variants that don’t stray far from the spirit of the original" (Coleman and Dyer-Witheford 2007).
Both readings link fan culture, virtual reality and media institutions all of which relate to my remediation project. As the blog is aimed at fans and new watchers of the show Gavin and Stacey - this topic would be good to cover in my essay.
Coleman, S., and N.
Dyer-Witheford. 2007. Playing on the digital commons: collectivities, capital
and contestation in videogame culture. Media
Culture Society 29: Sage
publications. http://mcs.sagepub.com/content/29/6/934
(accessed 26/10/11).
Örnebring, H. 2007. Alternate reality gaming and convergence
culture. International Journal of
Cultural Studies 10: 445 - 462. Sage Publications. http://ics.sagepub.com/content/10/4/445
(accessed 20/10/11).