Title:Fictional Press Releases and Fake Artifacts: How the Smithsonian American Art Museum Is Letting Game Players Redefine the Rules
Authors:Georgina Bath Goodlander
Publication:MW2009: Museums and the Web 2009

We live in a world in which information and entertainment are customizable and immediately available. The Internet has become a larger part of everyday life, and so too have networked games, as people seek community, activity, a sense of achievement, and the chance to be part of something bigger (McGonical, 2008). Museums can reach out to their audiences in more ways, using blogs, podcasts, video, and social media, but can they meaningfully engage visitors using games? In the fall of 2008, the Smithsonian American Art Museum hosted an Alternate Reality Game titled