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The Asian Media & Mass Communication Conference 2010 Osaka, Japan<br />

Description:<br />

Maintaining Integrity while Presenting Deception<br />

Playing with Reality in the Media Mainstream<br />

Hugh Davies<br />

Monash <strong>University</strong><br />

Australian Broadcasting Corporation<br />

Australian Network for Art and Technology<br />

huedavies@gmail.com<br />

An Alternate Reality Game (ARG) is an interactive, cross-media narrative with outcomes that<br />

can be influenced by participants' actions. As a unique immersive tactic, ARG's are most notable<br />

for disguising their status as games, thereby deliberately blurring the line between reality and<br />

fiction. In the last decade, ARG's have flourished to become an established game genre with<br />

several media organisations experimenting with the form. But their popularity raises questions,<br />

particularly: how can such deliberately deceptive content be successfully presented by reputable<br />

media outlets who seek to maintain the trust and loyalty of their audience?<br />

Bluebird AR, was an ARG created and delivered by Australia's national broadcaster, the<br />

Australian Broadcasting Corporation (ABC). Presented across a range of online spaces in 2010,<br />

Bluebird AR's fictional story was set around the actual controversies of climate change and geoengineering,<br />

provoking a discussion among international audience participants of how best to<br />

address humanity's impact on the planet. Within the ABC, the Bluebird AR project provoked<br />

distinct policy deliberations and editorial concerns, compelling the organisation to develop new<br />

strategies to ensure that the immersive experience did not betray the organisations integrity, its<br />

core values, or its interests.<br />

This paper reveals how the ABC delivered and adapted Bluebird AR to remain within the<br />

organisations strict policy and ethical frameworks. Discussing the lessons learnt through<br />

delivering Bluebird AR, this paper also considers how future illusory experiences might be<br />

successfully presented by mainstream media organisations while balancing factual integrity and<br />

audience immersion in a lawful and ethical manner.<br />

135

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