Weekly Writing

Week 1: I Love Bees


“I love bees” is an Alternate Reality game that doubled as a puzzle, and an enigma for its dedicated fans to solve, as well as an advertisement for the game “Halo 2” that was set to be released in 2004. The game “I love bees” was truly a one-of-a-kind experience for its time, and is a revolutionary creation in the ARG and VR worlds. The release of “I love bees” and the way it was made to be progressively “discovered” by the public allowed for a conversation around VR to take place. Not only that, but it led to many fundamental questions about this new medium, such as: “In what way is VR innovative, and how can it add to the already-existing gaming world?”, or “Could VR potentially branch out of the gaming field, and how so?”.


First, we can say that by simply thinking of the idea of “I love bees”, and the way it was released, we can say that it is very innovative. Not only that, but the world built through this game, with its various characters, plots, storylines, enigmas, and more, is a perfect example of the virtual world being built progressively. Furthermore, the puzzle-like nature of this game merged with the fact that it was an advertisement for “Halo 2”, is something that had never been seen before in 2004, which makes “I love bees” all the more special and innovative.


In addition, another aspect of “I love bees” that shows the beginning of the VR movement and the literal merging of the real world and the Alternate Reality world is the physical engagement of the players, or fans, of the game with the real world. For instance, at some point, “I love bees” followers had to go out in the street, next to telephone booths, to collectively progress in the game. This kind of engagement with an alternate reality could serve as a certain foreshadowing of the current development of ARG, where the limits and boundaries of the Real and Virtual world are being broken and slowly torn down.


Lastly, as Janet Murray explains in her book Hamlet on the Holodeck: The Future of Narrative in Cyberspace, digital environments must be participatory, meaning that they must allow for interaction and conversation between the user and the computer, which in the case of “I love bees”, was clearly applied. The website ilovebees.co was regularly updated as the followers of the game would solve more puzzles, discover new subplots, and get “under the skin”- as in the coding- of the website, which is the main reason why everyone kept coming back to the game, and why “I love Bees’ had plenty of dedicated fans, because of the personal, Interactive, and enigmatic aspect of the game.


Week 2: How virtual reality affects Memories and Dreams

This week’s listen “How virtual reality affects Memories and Dreams”, was very interesting to listen to. The topic of Memories and Dreams has always been an interest of mine, so, hearing it in relation to the field I am working on at the moment, was very interesting. As the hosts of this podcast said, we have only scratched the surface when it comes to understanding memories and dreams, which means that the more we take an interest in understanding and analyzing them, the closer we are to understanding them.

In this podcast, the hosts start by explaining the concept of memories and dreams, how sleep plays a vital role in forming these two, and how our daily experiences affect them as well. The hosts of this podcast set out to answer a specific question: what are the effects, if any, of VR on our memories and dreams?

To answer this question, the podcasters first highlight that VR possesses many “inputs” and information that the brain tries to process. Moreover, through VR, the body receives a lot of stimuli and all senses are activated and used, giving the brain more information to process and store in its memory. What we learn next is what dreams and sleep have to do with this. When we sleep, our brain recalls and processes all the information learned. On one hand, some functions of VR, such as “first-person perspective”, or “multi-sensory learning”, help improve memory retrieval and creativity, as the user’s brain interprets their experience in VR as real. On the other hand, because of the hyper-realistic aspect of VR, the brain could get “confused” and confuse reality and virtual reality, which could create a false vision of one’s world.

Listening to this podcast reminded me of an exhibition I went to in 2016. It was an exhibition for the Museum of the Future that was set to open in 2018. Many inventions were presented, including many VR innovations. One particular invention that stood out to me was a sort of chip that recalls your dreams for you. This "dream chip" would be used after waking up, and it would read the dreams you've dreamt through the night for you.

Week 3: Telling Stories in Spaces without saying anything Loud

This week’s Watch was very interesting. “Telling Stories in spaces without saying anything out loud” is a puzzle-solving escape room, created by Laura E. Hall. Laura E. Hall argues in her presentation that current escape rooms lack some aspects that would make the experience much better. For instance, she describes how in most escape rooms she’s been to, there is always a long introduction and story that players have to listen to or read before playing, which she argues, takes away and dims the excitement to play and diverts players from the goal of the game. As a solution, she suggests displaying short momentary phrases or instructions that are not too long and are only very essential. She also says that the use of words should be avoided at all costs so as to not divert attention from the experience.

Moreover, a big part of her argument, and something that she wanted to ensure her escape room would have, is giving the players a sense of childlike wonder and excitement. Hall says that most escape rooms don’t have this aspect since they are not elaborate enough or there are other factors that distract from the main goal of the escape room, which in turn, makes it less exciting and discoverable.

Hall also argues that a game should have a constructive and logical story progression. To ensure that, characters/players need to be fully engaged in the game and some part of their brain should always be stimulated in the escape room setting. Additionally, the player’s senses should equally be activated, and there should be different elements that communicate with each sense. This argument could be linked to Michael Naimark’s point in “VR/AR Fundamentals-Audiovisual spatiality and Immersion”. The author of this article says that there are certain elements that ensure the engagement of a user in the VR/AR world, these elements play on the spatiality of VR and how it is designed. This aspect could also be taken into consideration when creating an in-person experience, such as the escape room, where you want the player to be completely engaged in the experience and story you created.

This aspect reminds me of “Choose your own adventure” type stories, where the player or watcher has to make certain choices that will affect the progression and outcome of the story. These types of movies or stories are a perfect example of engaging content that draws and emerge their user into the story fully, and the user is completely aware of the details of the story since they played a vital role in its progression.


Week 8: Artists & Invisible Cities, Italo Calvino

Rachel Maclean

Rachel Maclean is a Scottish artist based in Glasgow, who works predominantly with digital videos, and alternative art. She works on different types of media, but focuses on “peculiar” art, installations, and videos, both in VR and not. Upon first inspection, I was taken aback by Maclean’s website. It’s a very extra, bright, and over-the-top website, but that accurately represents her work and aesthetic.

Furthermore, her individual pieces are very unique and diverse. A majority of them are “collage”-like pieces with dramatic visuals, ranging from makeup to clothes to background and even plot This is the case for pieces like “Make Me Up”, or “Eyes 2 Me”.

Another piece that stood out to me was “mimi”, a film/ installation about a doll stuck in the “upside down?”, which is also a mirror to society and raises questions about our relationship with our body and society’s view of body image.

Oliver Laric

The other artist that stood out to me is Oliver Laric. He is an Austrian Film Producer who makes sculptures and short films that revolve around topics of “transformation”, time, and scale. Despite the very plain and simple look of his website and even art, by delving deeper into his work, you begin to see the meaning and story being told through the pieces.

“Betweenness” is a short film that depicts changes in faces, objects, and animals, all through smooth transitions that change the structure of the object on the screen. This is an interesting piece to study since it accurately represents Laric’s work and main themes, and it also shows the similarities in our world and how we don’t notice a lot of them.

Invisible Cities, Italo Calvino

  • Is there a city that stood out, or that you found especially memorable? Why? Does any city remind you of a city you have lived in or visited, and if so, in what ways?

The city that stood out to me is Moriana. Moriana is described in the book as a bright city with smooth colors and “coral columns” and pearly white decor. It also has a more “industrial” side to it with metal and pipe structures. I really like the way the author described this city and the city itself. Upon the first read, I envisioned an ancient pearly city with ponds and nature, but with sophisticated structures, which is similar to the way ancient Egyptian and Greek cities were described as. I also thought of a modern city with sleek white structures and advanced technology, such as the city in the movie “insurgent”.