While alternate reality games are a fairly new thing, we can find many antecedents to them in other media.
Any additions, after this list? I will update.
What a fun syllabus this would be, if we include games!
Very male sequence, though, so far. Women do create ARGs. Is that a historical change, or am I missing female-authored antecedents?
Antecedents to alternate reality games
(updated February 17, 2006)
Assassin, also called Killer. Game played by people usually in some educational institution, where they try to kill each other according to a pre-established scheme. Assassin must occur within these real, non-game settings. Not too narrative, as Tony notes.
Iain Banks, The Player of Games (1989). Science fiction novel, focusing on a world where a game structures culture and society.
Jorge Luis Borges, "Tlon, Uqbar, Orbis Tertius" (1940). Short story. Fictional world created, seeps into our world through encyclopediae.
Carmen Sandiego games (1983-present). These hunts for a character are built onto real world locations and information. This is the prototypical search opera. (thanks to Tony)
Janet Cardiff, Walks (1991-present). These performance stories are experienced as audio tracks, overlaid upon landscapes the audience walks through.
G. K. Chesterton, "The Tremendous Adventures of Major Brown" (1905). Short story. Hero stumbles into someone else's game, run by perhaps the first ARG business in the literature.
Richard Connell, "The Most Dangerous Game" (1924). The game intrudes onto the main character's life, against his will. Like some games, it's played in a walled garden. (Thanks, Glen)
David Fincher, The Game (1997). Film. Protagonist signs up to play a game which weaves itself into his life, changing him for the better.
John Fowles, The Magus (1965, 1977). Novel. Hero becomes subjected to series of games, which pose as real life. Sort of.
William Gibson, Pattern Recognition (2003). Science fiction novel. Characters follow The Footage, a mysterious, distributed, film/video microcontent project. The Footage isn't published to a single venue, but appears through discussion fora. The reality of what it shows isn't clear.
Tony Horwitz, Confederates in the Attic (1998). This focuses on US Civil War reenactors in everyday life. Reenactment in general is good ARGfodder. (thanks, Martha)
How to host a murder parties.
Ray Johnson (1927-1995). Artist, whose work wove into audiences' minds and lives, unsettling (among other things) the boundary between life and art. Cf the film How To Draw a Bunny (2002). Performance art in general is a rich proto-ARG vein.
Live-action role-playing games (LARPs). Not intrinsically ARGlike, but become so when played within a non-game setting (i.e., a town, school, party).
Luigi Serafini, Codex Seraphinianus (1970s). A mysterious, gorgeous book portraying a fantastic world in a coded language.
Society for Creative Anachronism (SCA). The creation of historical narratives, and their insertion alongside modern life. (thanks, Andy)
The Sokal hoax (1996). ProtoARG as political statement. Alan Sokal creates a scholarly article as prank, gets it accepted to a real journal, then whips back the curtain. (thanks, Jamie)
(thanks to Andrea, Steven, Tony for feedback)
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