Joseph Matheny | |
---|---|
Born | December 24, 1961 Chicago, Illinois |
Citizenship | American |
Occupation(s) | Writer, Artist, Inventor |
Website | https://josephmatheny.com/ |
Joseph Wayne Matheny (born December 24, 1961, in Chicago, Illinois) is an American writer and transmedia artist who has created works using alternate reality gaming and transmedia storytelling methods. [1] He holds patents for prediction, recommendation and behavioral analysis algorithms and software design. [2] He is a published author of screenplays, white papers, technology, sci-fi, marketing and gaming books. He is probably best known for the avant-garde work Ong's Hat , which has been called the proto-Alternate Reality Game. [1] [3] Ong's Hat is often cited as the first ARG on many lists of alternate reality games.
He currently resides in Eugene, OR.
Matheny was born in Chicago, Illinois in 1961 and moved to California in 1989.
An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions.
The eight-circuit model of consciousness is a holistic model originally presented as psychological philosophy by Timothy Leary in books including Neurologic (1973) and Exo-Psychology (1977), later expanded on by Robert Anton Wilson in his books Cosmic Trigger (1977) and Prometheus Rising (1983), and by Antero Alli in his books Angel Tech (1985) and The Eight-Circuit Brain (2009), that suggests "eight periods [circuits]" within the model. The eight circuits, or eight systems or "brains", as referred by other authors, operate within the human nervous system. Each corresponds to its own imprint and subjective experience of reality. Leary and Alli include three stages for each circuit, detailing developmental points for each level of consciousness.
Reality tunnel is a theory that, with a subconscious set of mental filters formed from beliefs and experiences, every individual interprets the same world differently, hence "Truth is in the eye of the beholder". It is similar to the idea of representative realism, and was coined by Timothy Leary (1920–1996). It was further expanded on by Robert Anton Wilson (1932-2007), who wrote about the idea extensively in his 1983 book Prometheus Rising.
I Love Bees was an alternate reality game (ARG) that served as both a real-world experience and viral marketing campaign for the release of developer Bungie's 2004 video game Halo 2. The game was created and developed by 42 Entertainment. Many of the same personnel had previously created an ARG for the film A.I. titled The Beast. I Love Bees was commissioned by Microsoft, Halo 2's publisher and Bungie's ultimate parent company at the time.
Ong's Hat is a ghost town in Pemberton Township, Burlington County, in the U.S. state of New Jersey. It is located on Magnolia Road west of the Four Mile Circle, where New Jersey Route 72 intersects with New Jersey Route 70. It is the northern terminus of the Batona Trail.
Ong's Hat is one of the earliest Internet-based secret history conspiracy theories. It was created as a piece of collaborative fiction by four core individuals, dating back to the 1980s, although the membership propagating the tale changed over time. Ong's Hat is often cited as the first ARG on many lists of alternate reality games.
Majestic was one of the first alternate reality games (ARGs), a type of game that blurs the line between in-game and out-of-game experiences. Majestic was created by Neil Young. It debuted on July 24, 2001. While noted for its unusual concept, it did not fare well commercially.
Jordan Weisman is an American game designer, author, and serial entrepreneur who has founded five game design companies, each in a different game genre and segment of the industry.
A media franchise, also known as a multimedia franchise, is a collection of related media in which several derivative works have been produced from an original creative work of fiction, such as a film, a work of literature, a television program or a video game. Bob Iger, chief executive of the Walt Disney Company, defined the word franchise as "something that creates value across multiple businesses and across multiple territories over a long period of time".
Alternate reality games are a modern genre of gaming often consisting of an interactive, networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions. Most of these games are either independently run or used as a viral marketing campaign by a company or brand.
Transmedia storytelling is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies.
Steve Peters is an American independent game designer and experience designer specializing in alternate reality games and transmedia storytelling. Steve was Chief Creative Officer at No Mimes Media, an Alternate Reality Game company which he co-founded with Maureen McHugh and Behnam Karbassi in March 2009. From 2011 to 2012, he was VP of Experience Design at Fourth Wall Studios, where he was Lead Experience Designer for their Emmy® Award-Winning series Dirty Work, among others. From 2012 through 2017, he hosted the StoryForward Podcast, a show that explored the future of storytelling and entertainment.
The Principia Discordia is the first published Discordian religious text. It was written by Greg Hill with Kerry Wendell Thornley and others. The first edition was printed using Jim Garrison's Xerox printer in 1963. The second edition was published under the title Principia Discordia or How The West Was Lost in a limited edition of five copies in 1965. The phrase Principia Discordia, reminiscent of Isaac Newton's 1687 Principia Mathematica, is presumably intended to mean Discordant Principles, or Principles of Discordance.
Dave Szulborski was the first professional independent alternate reality game developer, and an authority on ARGs. His books on the subject are used today in curricula on alternate reality games and transmedia storytelling. His independent games included ChangeAgents, Chasing the Wish, and Urban Hunt. He holds the Guinness World Record for Most Prolific ARG developer.
Andrea Phillips is an American transmedia game designer and writer. She has been active in the genres of transmedia storytelling and alternate reality games (ARGs), in a variety of roles, since 2001. She has written for, designed, or substantially participated in the creation of Perplex City, the BAFTA-nominated Routes, and The 2012 Experience, a marketing campaign for the film 2012.
Ken Eklund is an American game and experience designer known as Writerguy. He is perhaps most famous for World Without Oil, an early "serious game" in the alternate reality game genre he created and ran in 2007. His recent projects "explore the positive social effects of collaborative experiences and open-ended, creative play. "
Superstruct is an alternate reality game (ARG) created for the purpose of calling attention to, and to spark interest in preparing the world for catastrophic events. Superstruct is the world's first massively multiplayer forecasting game. The primary creative vision behind Superstruct is Jane McGonigal, along with the Institute for the Future (IFTF) who have created similar games in line with Superstruct. The game was launched on Oct 6, 2008 and it lasted for 6 weeks.
Alice & Smith is a Canadian transmedia storytelling and video game developer that specializes in alternate reality games.
Christy Dena is an Australian writer, game designer, and scholar. Her scholarship and design practice in transmedia storytelling has been widely cited, especially for promoting the term "cross-media storytelling". She is also known for defining the term "transmedial fictions" for The Johns Hopkins Encyclopedia of Digital Textuality. She created her own studio, Universe Creation 101, where she creates original projects and does consultations and freelance work. She likes to combine live social experiences with online technology, traditional forms of screen and paper-based objects.