Alternate Reality Games: Gamification for Performance, 1st Edition (Paperback) book cover

Alternate Reality Games

Gamification for Performance, 1st Edition

By Charles Palmer, Andy Petroski

A K Peters/CRC Press

118 pages | 21 B/W Illus.

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pub: 2016-04-01
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While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches.

Alternate Reality Games: Gamification for Performance leads you through the fundamentals of ARGs. It includes a discussion of what is and is not an ARG, citing examples and identifying business challenges that can be addressed through ARGs. It presents case studies that illustrate the variety of forms that ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It also gives guidelines for creating your own ARGs, reviewing the process and technological tools and considerations relevant to their creation.

Presenting a thorough examination of the beneficial roles ARGs can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gamification for Performance is an ideal reference for those approaching or considering ARGs for the first time as well as the training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to the workplace as well as methods for designing and using them.

Table of Contents

Why Am I Negotiating with Aliens during Sales Training?

The ARG Journey

ARG Examples

An ARG or Not an ARG

The Learning Connection

The Business Applications


New Employees Should Be Finding the CEO

ARG 1: Immersion into New Programs

ARG 2: Teamwork and Collaborative Narrative

ARG 3: Optimize Training Time

ARG 4: Increased Skills

Fueling Innovation and Other Organizational Benefits

Full Participation

Multiple Rabbit Holes

The Buddy System



Keeping Up with the Joneses

Other ARGs to Explore


All the World Is a Stage

Building an ARG









Player Types

Story Structure

Creating Your ARG Story


10 Participation Points for Gryffindor

Avoid Technology Distractions

Make a Plan

Evaluate Player Activities

Identify Technologies Based on Participation

Creating Specific Interactions


Dinosaur or Perfect Bird Perch

Mobile and Wearable Devices

Head-Mounted Devices


Blended Games

ARG Technology



The Search for One-Eyed Willy

The Book Website

The Book Resources

About the Authors

Charles Palmer, Harrisburg University of Science and Technology, Pennsylvania, USA

Andy Petroski, Harrisburg University of Science and Technology, Pennsylvania, USA

Subject Categories

BISAC Subject Codes/Headings:
BUSINESS & ECONOMICS / Human Resources & Personnel Management
COMPUTERS / Programming / Games