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(Person) Percentage - Sabanci University Research Database

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

Worlds radio play in 1938. While todays diverse media environment and relatively stable<br />

international affairs contrast dramatically with the prewar tension and monopoly of radio in the<br />

mid 1930s in which the CBS broadcast took place, it would be foolish for any broadcaster not to<br />

have learnt from this precedent.<br />

Furthermore, while set in an Alternate Reality, BluebirdsAR's narrative mirrored the actual world<br />

very closely. Based in the present, taking place live and real time over a six week period and<br />

using up-to-date and accurate scientific research, it was indeed, a believable reality. Therefore,<br />

and to ensure against any ontological uncertainty, however unlikely, the decision was made to<br />

openly disclose Bluebird AR's fictionality and gamic nature – at least within the ABC hosted<br />

areas. Social networking sites in contrast would not disclaim the fictionality – but would direct<br />

users to ABC sites where the fictionality was revealed. Editorially the ABC had to do this to<br />

minimise the risk of being seen as deceptive or misleading. While a dramatic compromise, it was<br />

a necessary one, but it also allowed the ABC to operate safely and ethically.<br />

Interaction – How and where to distribute the narrative online so that it could be discovered and<br />

pieced together by players, allowing them to contribute their own thoughts along the way?<br />

When planning interactive narratives, audience engagement is often divided into three types.<br />

The broadest audience is anticipated as being the least engaged, typically watching the drama<br />

unfold without participating. A smaller number are expected to both watch and participate in<br />

some, but not all, of the tasks and activities. Finally, it's expected that the smallest percentage of<br />

the audience will watch, interact and play intensely. With limited production resources, and as a<br />

first effort at establishing an Alternate Reality drama production, the producers made a<br />

conscious decision to focus on the latter two parts of the audience, which was to some extent at<br />

the expense of a purely viewing audience. However, for those with the time resources and<br />

inclination, the project offered a deep level of engagement and educational experience.<br />

During the planning stage, it was impossible to anticipate the ideal quantity and delivery of<br />

game events and activities. The audiences interest, how quickly they would solve particular<br />

clues and therefore how much content would be required overall, could only be guessed at.<br />

Therefore, additional tasks were created in anticipation of users solving too much too quickly.<br />

Likewise shortcuts and extra clues were devised to hurry the game along should it drag and loose<br />

pace. Varying degrees of difficulty and game play were implemented to cater to different kinds<br />

of players. Predicting that, for example, some players would savour visual puzzles, others would<br />

prefer hunting for password clues, yet others would enjoy researching issues raised in the story,<br />

and many would wait for clues to be unlocked so they could try and piece the story together, the<br />

producers created multifarious tasks and challenges for a varied player base.<br />

Although the game was to be presented across multiple online spaces, to ensure a unity of<br />

playership and to afford the producers the ability to observe, steer and cater to player interaction,<br />

the primary area of play activity would be the Dashboard Collective. This ABC constructed<br />

virtual space presented multiple opportunities for users to contribute content, solve puzzles and<br />

communicate with fellow players and game characters alike. It was a central location for<br />

collating clues, tasks and story information for the audience. The Dashboard Collective was<br />

ostensibly managed by in-game character and journalist filmmaker Juanita Monte, but was<br />

actually managed by Innovation producers and ABC moderation staff.<br />

Moderation – How to ensure that all content submitted by players across the greater web was<br />

suitable and appropriate and a broader ABC audience?<br />

138

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