Waern, Annika
Denward, Marie
The fact that the project played with consumers’ perception of what is real lead to quite some controversy.
“In the terminology of Cindy Poremba, Sanningen om Marika was a ’brink game’, a game in which the activities are so real that it cannot fully be considered to be just a game. The brink effect was created through the combination of the alternate game aesthetics, the emphasis on ‘pushing your personal boundaries’ inspiring participants to do things they might want to do but never would have done otherwise, and the lack of off-game.”
“The central goal of successful immersive game design is to communicate to players that a cage is in place, while making it as easy and likely as possible for the players to pretend that they don’t see the cage.” Quoting McGonigal.
“Sanningen om Marika did not achieve this effect, and as discussed above we do not believe that the producers intended it to. SVT wanted SOM to be deliberately confusing to television viewers, and P wanted to create a brink game experience.”
“The authors of this report believe that the effect [of not achieving McGonigal’s effect] was both unfortunate and unethical. It was unfortunate because it made some potential participants afraid to participate, and created unnecessary conflicts between players and newcomers which in turn harmed the game experience for the players. It was unethical because it made some participants engage in a mission that they believed to be serious, and then made them very disappointed when it was not.”
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