Wednesday, March 3, 2010

Alternate Reality Games, Learning, and Youth Fiction and Fantasy

Alternate Reality Games (ARG) are amazingly popular around the world.  Total Engagement by Byron Reeves and J. Leighton Read, provides insights into these games and the way they relate to business.  (See my post regarding learning from the recent Virtual Edge 2010 Summit.)

Newberry Award Winning books for the youth market share alternate realities in their youth fiction and fantasy genre.  Readers identify with the heros and heroines in much the same way people identify with characters in the ARGs.  Harry Potter is one of many series of books that have become wildly popular.  Many new series are emerging and are very engaging for readers (and listeners when eAudiobooks are used).

This literature can be used as a model for new learning ARGs that allow students to build both academic and game-related skill sets for points and recognition within the ARG.  Priced correctly (and fairly), students could engage with these games and build skills on a daily basis.

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