These are co-authored art games where action occurs across physical, telecommunicated and online spaces using live and digital avatars. They draw on live role-playing; MMORPGs; Pervasive Games; and ARGs.¬Ý The game structure allows for exploration of this kind of interaction, and the ethical issues of bringing behaviour learnt in computer games, interactive worlds and closed game systems into the everyday world.
Projects often use participant input was used to develop the narrative and take place in online and physical spaces, re-framing elements of the environment to blur the boundaries between these.¬Ý Participants develop both the narrative and structure of the game, allowing for emergent behaviours to develop.
Collaborative projects that relate to this area include Kr-36 and Dy-66 by a.a.s., where participants take on characters in a paranoid-critical system.