The Niantic Project: Ingress


Book Description

When she first agreed to lead the research team of the Niantic Project, Dr. Devra Bogdanovich knew she was headed into the unknown. What she never could have imagined is where her dangerous, and potentially world-changing, exploration of Exotic Matter would lead her. After the chaos of the evening known as Epiphany Night explodes into murder and betrayal, the NIA seeks other ways to continue the ongoing research while Devra finds herself on the run and ensnared in a game of cat and mouse with the most powerful thinking machine ever created, a detection algorithm known as ADA. As ADA follows her digital trail, Devra is also pursued by both a relentless assassin and a rogue NIA agent. Now determined to restart her quest for understanding this transdimensional building block known as Exotic Matter, Devra recruits a team of her own to stop Niantic and uncover the ultimate truth of XM. Is it the key to unlocking an enlightened future? Or is it a tool for the ultimate enslavement of mankind?




Ingress: The Niantic Project Files, Volume 1


Book Description

What is the Niantic Project? In November 2012, a series of leaks began to emerge, revealing a conspiracy that would reshape the destiny of mankind. Exotic Matter Portals, Ordered Data, a mind-altering signal that some say can change the way we think, and Ingress, a government tool camouflaged as a mobile phone game. P.A. Chapeau’s Investigation began with revelations about ‘The Niantic Project,’ a secret government think tank run by a defunct intelligence agency, and continued on, ultimately revealing a hidden movement to co-opt the highest positions of leadership in governments and cultural power-centers worldwide. From the initial discovery of the Niantic Project in The Sphere of Weirdness to the unearthing of a global conspiracy in Operation Cassandra, each document from P.A. Chapeau’s daily investigation is presented here, in Volume 1 of The Niantic Project Files.




Ingress: The Niantic Project Files, Volume 4


Book Description

At the start of his latest adventure, Hank Johnson finds himself on a journey back to the 13MAGNUS Nest in Afghanistan. Jahan, the new leader of Anti-Magnus, has taken Hank and Azmati captive with plans to use them to summon the N’Zeer, an ancient force attempting to guide the development of mankind. Meanwhile, Devra Bogdanovich and Hubert Farlowe follow closely behind, with Ezekiel Calvin covertly keeping watch over the course of events. What transpires in the 13MAGNUS Nest has far-reaching consequences for all 13 of the original Niantic Investigators. With their fate still unknown, Volume 4 of The Niantic Project Files presents the correspondences and investigation materials that will help to solve that mystery.




Ingress: The Niantic Project Files, Volume 2


Book Description

A year into the investigation, P.A. Chapeau must come to terms with his role in two tragedies: The death of Carrie Campbell, a brave, visionary woman who sacrificed herself to save human civilization from self-destruction, and the takeover of a human mind by an AI that he helped create. Chapeau walks away, leaving the duty of uncovering the truth about Exotic Matter to the mysterious Verity Seke, and there’s much to investigate: An ancient society that has been protecting the secrets of XM-induced immortality, the resurrection of an Enlightened leader, and a desperate movement to save humanity from embarking on a path to its own destruction. From the efforts to resurrect Roland Jarvis in 13MAGNUS to Hank Johnson’s Recursion, each document from Verity Seke’s daily investigation is presented here, in Volume 2 of The Niantic Project Files.




Ingress: The Niantic Project Files, Volume 3


Book Description

Determined to shield humanity from the harmful effects of Exotic Matter (XM), Devra Bogdanovich unleashes a Portal Virus designed to shut down the XM flow in Portals worldwide. The interruption of XM flow drives Roland Jarvis, who is deeply dependent on it, to the brink of death. ADA is also negatively affected. Agents around the globe respond with efforts to eliminate the virus and protect the Portals. Unbeknownst to them, efforts to resuscitate the Portals using a set of ancient objects known as the ‘Helios Artifacts’ send out a surge of XM to the far corners of the Universe, awakening a long dormant force. Hank Johnson re-emerges from the ‘nest’ in Afghanistan where his body has been entombed to warn of an ancient entity that has acted as a rival to the Shapers throughout history. His search for answers leads him to India and an encounter that will forever alter his future.




Ingress: Epiphany Night / Escape from Niantic / The Niantic Pursuit


Book Description

Capable of seeing the present at different points in time, the visionary artist, Tycho, was among the first to see glimpses into the world of Ingress, predicting the death of Roland Jarvis and the event now known as Epiphany Night months before they took place. A ghost artist capable of mimicking the styles of others, Tycho's Ingress Comics 1-3 capture the events of Epiphany Night, Dr. Bogdanovich's escape and 855's cold blooded pursuit, the murder of Roland Jarvis and Hank Johnson's journey into the Congo and in riveting detail.




Alternate Reality Games and the Cusp of Digital Gameplay


Book Description

From alternate to alternative reality : games as cultural probes / Patrick Jagoda, Melissa Gilliam, Peter McDonald, and Ashlyn Sparrow -- The game did not take place : this is not a game and blurring the lines of fiction / Alan Hook -- Alternate reality games for learning : a frame by frame analysis / Anthony Pellicone, Elizabeth Bonsignore, Kathryn Kaczmarek, Kari Kraus, June Ahn, & Derek Hansen -- Promotional alternate reality games and the TINAG philosophy / Stephanie Janes -- The coachella disaster : how the puppet masters of art of the h3ist pulled a victory from the jaws of defeat / Burcu S. Bakiolu -- Designing and playing peer-produced ARGs in the primary classroom : supporting literacies through play / Angela Colvert -- Games beyond the arg / Jeff Watson -- Methods : studying alternate reality games as virtual worlds / Calvin Johns -- A typology to describe alternate reality games for cultural contexts / Diane Dufort and Federico Tajariol -- Sociability by design in an alternate reality game : the case of the Trail / Roinioti Elina, Pandia Eleana, Skarpelos Yannis -- Ingress : a restructuring of the ARG or a new genre? : an ethnography of enlightened and resistance factions in Brazil / Thaiane Moreira de Oliveira




The Pokemon Go Phenomenon


Book Description

Pokemon Go is not just play--the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.




Never Lost Again


Book Description

As enlightening as The Facebook Effect, Elon Musk, and Chaos Monkeys—the compelling, behind-the-scenes story of the creation of one of the most essential applications ever devised, and the rag-tag team that built it and changed how we navigate the world Never Lost Again chronicles the evolution of mapping technology—the "overnight success twenty years in the making." Bill Kilday takes us behind the scenes of the tech’s development, and introduces to the team that gave us not only Google Maps but Google Earth, and most recently, Pokémon GO. He takes us back to the beginning to Keyhole—a cash-strapped startup mapping company started by a small-town Texas boy named John Hanke, that nearly folded when the tech bubble burst. While a contract with the CIA kept them afloat, the company’s big break came with the first invasion of Iraq; CNN used their technology to cover the war and made it famous. Then Google came on the scene, buying the company and relaunching the software as Google Maps and Google Earth. Eventually, Hanke’s original company was spun back out of Google, and is now responsible for Pokémon GO and the upcoming Harry Potter: Wizards Unite. Kilday, the marketing director for Keyhole and Google Maps, was there from the earliest days, and offers a personal look behind the scenes at the tech and the minds developing it. But this book isn’t only a look back at the past; it is also a glimpse of what’s to come. Kilday reveals how emerging map-based technologies including virtual reality and driverless cars are going to upend our lives once again. Never Lost Again shows us how our worldview changed dramatically as a result of vision, imagination, and implementation. It’s a crazy story. And it all started with a really good map.




SuperBetter


Book Description

An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.