Using alternate reality games to support first year induction with ELGG
Abstract
Purpose
This paper aims to describe a pilot project investigating the use of alternate reality game/treasure‐hunt formats to provide an alternative to existing mechanisms for introducing new students to university information and services.
Design/methodology/approach
An alternate reality game was designed to be played online and offline, which aimed to be fun, intriguing and engaging through task design and storyline. The university's social network was used as a platform for players to support one another in solving each task as well as for fictional characters in the story to interact with the players.
Findings
Logistical problems are identified with the campus environment, and successes are highlighted where tasks were particularly effective or enjoyable. The game format also provided students with something special to “feel part of” and to provide a break from their formal course.
Practical implications
It was found that the game format did not appeal to all students, but was very effective for those that liked it.
Originality/value
The author believes the alternate reality game/treasure‐hunt format can provide an interesting alternative to existing mechanisms for introducing students to certain types of information or services.
Keywords
Citation
Piatt, K. (2009), "Using alternate reality games to support first year induction with ELGG", Campus-Wide Information Systems, Vol. 26 No. 4, pp. 313-322. https://doi.org/10.1108/10650740910984646
Publisher
:Emerald Group Publishing Limited
Copyright © 2009, Emerald Group Publishing Limited