<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Andrew Munday]]></provider_name><provider_url><![CDATA[https://andrewmundayblog.wordpress.com]]></provider_url><author_name><![CDATA[andrewmundayblog]]></author_name><author_url><![CDATA[https://andrewmundayblog.wordpress.com/author/andrewmundayblog/]]></author_url><title><![CDATA[Game Changer: How Alternate Reality Games are Changing the Relationship between Brands and&nbsp;Consumers]]></title><type><![CDATA[link]]></type><html><![CDATA[<p>[By Andrew Munday]</p>
<p>“Art is Resistance.”</p>
<p>That’s the name of the political movement whose rally you’re attending. You were instructed to come here by a voice on the other end of a cell phone you received from the back of a van outside a warehouse last week. That’s all you know.</p>
<p>Suddenly, your favourite band enters and begins to perform. And just as you begin to understand what’s happening, the concert is raided by a horde of armoured men.</p>
<p>Fans of the band Nine Inch Nails may recognize the preceding story as the alternate reality game used to market the album <em>Year Zero</em></p>
<p>To the uninitiated, <a href="http://www.argology.org/_what-is-an-arg/">alternate reality games</a> (ARGs) are immersive games that invite participants to perform tasks within the real world, often using different media platforms to drive the games’ narratives.</p>
<p>Since 2001, marketing and PR companies have been utilizing this phenomenon to generate publicity and engage consumers, and the strategy has a number of benefits for brands looking to make their mark:</p>
<p>1) This type of campaign can engage even the most jaded of consumers. In response to the aforementioned <em>Year Zero</em> game, one fan <a href="http://www.mtv.com/news/1557164/nine-inch-nails-year-almost-here-but-real-world-game-continues/">stated</a>, “It goes to show that you can get your word out about the art without being too commercial about it, flashing too many billboards.&#8221;</p>
<p>2) When audiences participate, they become fully immersed in the campaign. Take, for example, the “Why So Serious?” game in support of the film <em>The Dark Knight</em>, in which curious comics fans from around the globe were led on an elaborate scavenger hunt that included <a href="http://www.42entertainment.com/work/whysoserious">sky-writing and phones inside of birthday cakes</a>.</p>
<p>3) They’re extremely memorable. Gamers have likely forgotten all of the TV ads for <em>Halo 2</em>, but many can tell you about the elaborate <a href="https://www.argn.com/2004/12/halo_2s_i_love_bees_alternate_reality_game/">“I Love Bees”</a> ARG that rewarded players with an invitation to try out the new video game.</p>
<p>ARGs engage audiences, build brand awareness and make lasting impressions. In short, they’re PR game changers.</p>
<p>(Photo by Andrew Munday)</p>
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