STORIES THAT MATTER

TRANSMEDIA STORYTELLING

PEABODY AWARDS

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Originally, it had no title because nobody could really explain what it was. Developed by a small team at Microsoft Games as a marketing campaign to support the 2001 film A.I.: Artificial Intelligence, it became known as “The A.I Game”––though it had little in common with traditional games––or sometimes The Beast, either after a version of an asset list that contained 666 items or the all-consuming way the experience dominated the lives of those who made it and played it.

The Beast played out over a massive network of fictional websites and other forms of media that combined to tell a sprawling tale set in the world of A.I.: Artificial Intelligence. They appeared online in the spring of 2001 with little fanfare and no acknowledgement that they were part of a fictional story. Following clues hidden in the movie’s trailer and poster, those who found their way into the network were immersed in the storyworld and challenged with puzzles to solve that would unlock the next pieces of narrative. Players gathered together in online communities to collaboratively solve these puzzles, forming their own version of an artificial collective intelligence as they tracked pieces of story over the increasingly complex constellation of fictional websites, emails, phone calls, newspapers, and even live events. This mass-distributed form of storytelling would later be dubbed an “Alternate Reality Game.” By fracturing the narrative, distributing its pieces across multiple formats and channels, and allowing the players to assemble them together, it provided a template for a new way to tell stories over the internet and connected media.

For its pioneering achievement in the development of the Alternate Reality Game and in demonstrating how new native ways the internet can tell a story on a massive scale, The Beast, A.I. Transmedia Experience is honored with a Peabody Award.

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THE BEAST, A.I. TRANSMEDIA EXPERIENCE(2021)

Legacy Transmedia Storytelling

Primary Credit(s)/Lead Recipient(s):

Jordan Weisman, Sean Stewart, Pete Fenlon, and Elan Lee

The unnamed project developed by a small team at Microsoft Games as a marketing campaign to support the 2001 film A.I.: Artificial Intelligence became known as “The A.I Game”––though it had little in common with traditional games––or sometimes “The Beast.” “The Beast” played out over a massive network of fictional websites and other forms of media that combined to tell a sprawling tale set in the world of A.I.: Artificial Intelligence. Following clues hidden in the movie’s trailer and poster, those who found their way into the network were immersed in the storyworld and challenged with puzzles to solve that would unlock the next pieces of narrative.

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ABOUT

World Without Oil took the format of Alternate Reality Games and applied it to a real-world problem. Unfolding online in 2007, World Without Oil simulated a global oil shortage. Over the 32 days the game ran, each day played out one week of events, charting worldwide ramifications of a global oil shock. The game invited players from around the world to tell their own stories of how the oil shortage was affecting their lives, through blog posts, voice recordings, pictures, video, and other user-generated content. It invited them to collaborate and brainstorm potential solutions to a global crisis. Together, the players helped create a fictional documentary, raising important questions of sustainability and resiliency.

Presented by Electric Shadows, Independent Lens on PBS, and Independent Television Service (ITVS) with funding by the Corporation for Public Broadcasting, World With Oil receives a Peabody for its groundbreaking fusion of Alternate Reality Games with Serious Games and its fostering of creativity and community for the public good.

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World Without Oil (2007)

Legacy Interactive Journalism

Primary Credit(s)/Lead Recipient(s):

Ken Eklund

Additional Production Credits & Partners:

Electric Shadows, Independent Lens, ITVS Interactive, Writerguy official credits: http://writerguy.com/wwo/metacontact.htm

Unfolding online in 2007, World Without Oil simulated a global oil shortage. Over the 32 days the game ran, each day played out one week of events, charting worldwide ramifications of a global oil shock. The game invited players from around the world to tell their own stories of how the oil shortage was affecting their lives, through blog posts, voice recordings, pictures, video, and other user-generated content. It invited them to collaborate and brainstorm potential solutions to a global crisis. Together, the players helped create a fictional documentary, raising important questions of sustainability and resiliency.

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