Summary: | Through some examples of games and a case study, the artistic ARG Alter Ego, we propose an analysis of margins between gambling and non-gambling during the activation of this type of artwork. After recalling the notion of ARG or Alternate Reality Games and possible interpretations, we will analyze how the player's decision making can be influenced by what we call the indeterminacy between playable and unplayable. First building definitions of games and a presentation of Alternate Reality Games and pervasive games’ characteristics, we will show through Alter Ego’s case how we identify cases of creative and destructive indeterminacy. Thus, we will specify how the impact of non-game on the player's decision making can affect the game, based on the exchange of text messages between players of the same team participating in the game Alter Ego and interviews conducted at the end of the game. We will expand these case examples to generalize some conclusions made using Alter Ego experimentation.
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