1
Juegos de realidad alternativa (ARG) e implicación del
fandom en el universo narrativo de Taylor Swift
Alternate reality games (ARG) and fandom
involvement in Taylor Swift’s narrative
universe
ARTICLE
Universidad Abat Oliba CEU
Lucía Garrido is a graduate in Advertising and Public Relations from Abat Oliba CEU University.
She holds a certicate as an expert in Communication Management and Event Planning from
the International School of Protocol and has studied Communication as part of the Exchange
Program at Florida International University. She has the distinction of having organized and
presented the XVII edition of the GoliADs UAO CEU Awards and of having obtained the CEU
Mérit100 scholarship for academic merit. She has worked as an Account Management Trainee
at Havas Media and in Production at the agency La Diferencia.
lgarridor@uao.es
ORCID: https://orcid.org/0009-0004-7840-2162
Universidad Abat Oliba CEU
Alfonso Freire-Sánchez holds a PhD in Communication Sciences, a Bachelor’s degree in Adver-
tising and Public Relations, and a Bachelor’s degree in Humanities. He has been a collaborating
professor at the Autonomous University of Barcelona, the Open University of Catalonia, and the
ENTI School of the University of Barcelona. He is currently the Director of Studies in Advertising
and Public Relations and an adjunct professor at Abat Oliba CEU University, where he teaches
courses in Creativity, Cinema, and Advertising Writing. He received the Ángel Herrera Award for
the best teaching work (2013-2014) and the FlixOlé-URJC award for the best research article
(2023). He has specialized in audiovisual narrative in cinema, advertising, and video games.
freire3@uao.es
ORCID: https://orcid.org/0000-0003-2082-1212
RECIBIDO: 2023-10-19 / ACEPTADO: 2024-03-12
Lucía Garrido-Rodríguez
Alfonso Freire-Sánchez
25
OBRA DIGITAL, 25, June 2024, pp. 25-40, e-ISSN 2014-5039
DOI: https://doi.org/10.25029/od.2024.404.25
2626
Alternate reality games (ARG) and fandom involvement in Taylor Swift’s
narrative universe
Abstract
The study aims to determine which elements
of singer Taylor Swift’s alternate reality games
(ARGs) are integrated into her communication
strategy and narrative universe. To achieve this,
it proposes extrapolating the characteristics
that ARGs possess according to specialized
literature and applying these variables from
the Swift Universe as a successful ARG model
applicable to commercial brands. The results
demonstrate that the ARG fullls 19 out of 20
dened characteristics, and its communication
strategy revolves around a narrative universe
that has expanded across numerous platforms
and networks over the years.
Key words
Narrative universe, Taylor Swift, alternate reality
games, ARG, personal brand.
Resumen
El estudio tiene el objetivo de determinar qué
elementos de los juegos de realidad alterna
(ARG) de la cantante Taylor Swift se integran en
su estrategia de comunicación y su universo
narrativo. Para ello, se plantea detectar las car-
acterísticas que poseen los ARG según la liter-
atura especializada y extrapolar estas variables
del universo Swift como modelo de éxito de ARG
aplicable a marcas comerciales. Los resultados
demuestran que el ARG cumple con 19/20 car-
acterísticas denidas y que su estrategia de
comunicación pivota en un universo narrativo
que se ha expandido en multitud de platafor-
mas y redes durante años.
Palabras clave
Universo narrativo, Taylor Swift, juegos de real-
idad alterna, ARG, marca personal.
1. INTRODUCTION
Alternate reality games, or ARGs (Alternate
Reality Games), are fragmented, complex, and
gamied narratives (Rojas, 2020) that combine
elements of the real world and virtual elements
to create an immersive and highly participa-
tory game experience (Piñeiro-Otero & Costa,
2015). This typology derives from audiovisu-
al, interactive, and transmedia narratives that
have developed “strategies and mechanisms
to encourage collaboration, participation, and
involvement of audiences” (Gifreu, 2017, p. 7).
In this context, the manuscript aims to inves-
tigate the relationship between the narrative
universe of the American singer Taylor Swift
and alternate reality games (ARGs). This is done
to determine which elements of this interac-
tive storytelling technique are integrated into
the 360º communication strategy and the con-
struction of the Swift universe and are associat-
ed with the personal brand of one of the most
inuential and popular artists in the music and
entertainment industry today.
2. BACKGROUND AND
STATE OF THE ART
An ARG is a narrative that “requires a great deal
of cooperation from participants and articulates
activities inside and outside the media space”
(Scolari, 2013, p.265). It is also categorized as
transmedia because it is “a story composed of
a series of fragments that may be disintegrat-
ed in dierent media; which must be recon-
structed by users” (Villén, 2017, p.125-126), as
if it were a puzzle. The ecosystems where the
narrative develops signicantly impact the plot
and oer interesting options for the player to
enter and participate, especially in those on-
line, as they are “spaces capable of construct-
ing stories that expand ctional worlds” (Villén,
2727
Lucía Garrido-Rodríguez, Alfonso Freire-Sánchez
2017, p.120). These require the construction
of narrative universes where “other elements
such as gamication, transmedia marketing or
the creation of mixed narratives come to life”
(Freire-Sánchez et al., 2023, p.21).
According to Montola (2010), alternative reali-
ty games originated in Life Action Role Player,
traditional board role-playing games that ap-
peared in the 1970s and are characterized by
users adopting a role under certain conditions
and playing characters in a ctional world. They
also point to video games as their origin (Mon-
tes, 2010), especially the adventure games
created by Ron Gilbert, such as Maniac Man-
sion (1988) and Monkey Island (1990), a type
of video game based on exploration and puz-
zle-solving in an interactive environment. Par-
adoxically, according to the acronym and their
origin, these games are based on the principle
or axiom: This is not a game, as their elements
mimic reality and are perfectly integrated into
the universes in which they occur. This means
that the ARG does not look like a game and that
the players forget that they are playing.
Thus, the line between reality and ction is
blurred. ARGs do not fully adhere to the deni-
tion of a game; however, due to the intention-
ality of the design that shapes them in terms
of the relationship that is established between
the dynamics and mechanics that govern it and
the aspiration to win and reach the end of the
question, it maintains similarities and charac-
teristics. However, it should be noted that gam-
ication is, to paraphrase Werbach (2012), the
use of game elements and game design tech-
niques in non-game contexts, and it is also con-
sidered a driver of ARGs. Huotari and Hamari
(2012) claim that this technique transforms
non-game environments into more interactive
and fun spaces. Ramirez (2020), on the other
hand, points out that gamication “has to en-
tertain, engage, build loyalty and enhance the
experience” (p.26). This puts the focus on gen-
erating passion, motivation, and participation.
The internal structure and the elements that
constitute gamication, both mechanics and
dynamics, are largely extrapolable to ARGs,
hence their common denominator. On the one
hand, the most common mechanics that can
be present in both techniques are the accumu-
lation of points, levels, incentives with prizes or
gifts, the existence of leaderboards, the propos-
al of challenges, missions, and challenges that
are achievable and motivational. On the other
hand, as far as the dynamics are concerned,
we talk about, among others, the aspiration to
improve the status oered, the search for re-
wards, and the pursuit of the feeling of achieve-
ment and competition (Contreras, 2018).
The idea behind an ARG - whose narrative usu-
ally revolves around searching for a missing
person, stopping a catastrophe, or solving an
enigma - arises in very early forms of entertain-
ment, such as treasure hunt games or mystery
books (Lungo & Melon, 2016). Likewise, the
rst cinematic embodiment of an ARG is con-
sidered to be in the lm The Game (Fincher,
1997). However, it was not until 2001 that al-
ternative reality games took shape as such and
ocially materialized in the rst ARG in histo-
ry, with The Beast, created by Elan Lee in 2001
and developed by Microsoft and Warner Bros.
to promote the lm A.I.: Articial Intelligence
(Spielberg, 2001). The ARG lasted over three
months and generated millions of interactions
in forums and online communities, as seen in
its platforms and RRSS.
Therefore, it is not surprising that new propos-
als emerged that immediately gained popular-
ity among users due to the results obtained
from the implementation of ARGs in promo-
2828
Alternate reality games (ARG) and fandom involvement in Taylor Swift’s
narrative universe
tional actions and their potential for applica-
tion in other elds (Estanyol et al., 2013). This
was the case of Majestic (2001), Perplex City
(2005), and I Love Bees (2004); the latter was
part of the advertising campaign for the video
game Halo 2 (Bungie, 2004). Some ARGs are on
the Guinness World Records list, such as Why
So Serious? (2007), which was designed by 42
Entertainment to promote the lm The Dark
Knight (Nolan, 2008) and was active for fteen
months, during which more than ten million
people from 75 dierent countries participated
(Piñeiro-Otero & Costa, 2015).
The ARGs evolved and magnied in size, hand
in hand with new technologies and communi-
cation channels up to the present day (Rojas,
2020; Ruíz-García, 2022). Although there are
certain discrepancies among theorists regard-
ing the temporal division of the history of ARGs
(Ruíz-García, 2022), experts agree that the
boom occurred in what they consider the sec-
ond wave, with proposals such as Jejune Insti-
tute (2011), Cicada 3310 (2014) and The Black
Watchmen (2014).
The IGDA (International Game Developers As-
sociation) identies ve general typologies of
alternate reality games (Martin et al., 2006).
Firstly, promotional games are the result of
marketing strategies. They are characterized
by establishing links between the brand and its
followers, which makes them believe that the
game has been designed for them. Due to their
high media impact, promotional games gener-
ate conversations and content that become ad-
vertising content. They are also characterized
by the high interaction, emotional intensity, and
immersion they oer their players.
Secondly, there are product or service games.
These ARGs are products; therefore, something
in return is required to participate. An example
of this typology is Majestic (2001). Another ty-
pology is the single-player ARG, designed for
individual solving of clues and puzzles, which
goes against the dening principles of ARGs
and is, therefore, more of a surrogate for al-
ternate reality games. In contrast, base games,
created entirely by brand fans, can be consid-
ered ARGs in their entirety. These may be whol-
ly original or a continuation of an existing idea
from the brand’s narrative universe. Finally, we
nd educational games designed as a proposal
for a new learning model (Kapp, 2012) due to
their collaborative character.
The typologies identied by the IGDA are not
exclusive. In other words, more than one cat-
egory can be present in an ARG. It should be
added that ARGs are mainly based on three pil-
lars: the narrative component, the action me-
chanics, and community interaction (De Beer &
Bothma, 2016; Aldegani & Caballero, 2022). The
narrative that integrates an ARG is atomized
(Scolari, 2013); that is, it is presented fragment-
ed in a series of pieces that players must nd
and unify to create a coherent narrative thread
that makes sense of the story (Stewart, 2006).
At the same time, these pieces are determined
by a series of encrypted clues designed to be
deciphered by the users.
The story that is presented and eventually
shaped, as in any narrative, unfolds on a time
axis, but the players’ interaction develops the
narrative thread’s structure. This means it is a
spontaneous narrative arising from interaction
and what the individuals determine (De Beer
& Bothma, 2016). Furthermore, it will continue
based on the player’s progress and not on what
the creator wants. All this is done to encourage
and generate a specic obligation to resolve
the clues and problems from a group decision.
The aim is to enhance the user experience and
the link between the player and the game.
2929
Lucía Garrido-Rodríguez, Alfonso Freire-Sánchez
Moreover, in the narrative of an ARG, there is
direct contact between characters and players
(Rojas, 2020), which makes the user empathize
deeply with the story and become part of it,
also due to their essential role in the course of
the story. Even so, even though individuals are
playing, they are not shown in the game and the
interaction with the characters as just another
character or through an avatar; instead, they
“retain their identity and do not pass through
a threshold between real life and simulation”
(Sicart, 2014, p.60). In this way, the action me-
chanics of alternate reality games are based
on the search for clues and the determination
of the position/protagonism that these take in
the ARG story; therefore, it is sustained by dis-
covery and secrecy (Scolari, 2013). According to
Stewart (2011), the game is more relaxed if no
one knows what they are doing or why. More-
over, although initially, the correlation between
all the pieces of the narrative is practically null,
they are all a determining factor in the dis-
course of the plot.
On the other hand, ARGs take place in both a
simulated and an everyday world (De Beer &
Bothma, 2016), combining the media and the
extra-media (Scolari, 2013). Indeed, ARGs are
more dynamic if they reach viewers through
as many dierent conduits as possible be-
cause narrative expansions are not limited to
a particular medium but “depend largely on the
technologies that are available in the specic
temporal context in which they are developed”
(Aldegani & Caballero, 2022, p.45). These chan-
nels and formats can include virtual reality, aug-
mented reality, and geolocation.
Structurally, in an ARG, the beginning is known
- once it is discovered - and what the purpose
is, but the end is not known because it can
change; it is regenerative. The game begins
with a dynamic of searching for one or several
clues (trails) scattered through dierent media
that “can appear encrypted in paratexts, web-
sites, blogs, videos, emails, SMS, audios, texts
or objects from the real world to capture the at-
tention of the largest possible audience” (Villén,
2017, p.125). Once these materials and the en-
try point to the game, called rabbit hole or trail-
head, have been detected, the player decides
whether or not to enter the ARG.
From that moment on, as they progress in
the search and solving of clues, users sponta-
neously and naturally establish a knowledge of
what the game eld is, what their roles are, and
what actions they can perform. ARGs do not al-
ways establish a clear register that structures
and organizes their stages; therefore, it can be
considered that the player will not understand
the structure that has led them to the end of
the game until the game is nished. Likewise,
the game’s rules and how they aect the nar-
rative are established mainly by the players as
the game unfolds (McGonigal, 2011). This turns
out to be one of the elements that dierenti-
ates them, to a large extent, from gamied pro-
posals.
This mechanic that sustains ARGs is possible
thanks to the gure of the puppet masters, who
are responsible for producing, regulating, and
guiding the game. Experts such as McGonigal
(2006) or Kim et al. (2009) play a crucial role in
ARGs; they establish themselves as the point of
connection between the players and the narra-
tive. Puppeteers design the clues that players
will encounter, and that will motivate them to
continue playing. Consequently, they are con-
stantly listening to what the players are saying,
agreeing, and determining the resolution or
continuity of the narrative thread to determine
the channels and clues that will give succession
to the story and reach the nal objective for
which it has been designed (Janes, 2015).
3030
Alternate reality games (ARG) and fandom involvement in Taylor Swift’s
narrative universe
This active role makes it clear that the gure
of the puppeteer requires a lot of creativity
and adaptability, as the players may not act as
expected. As Schell (2008) argues, games are
about following the rules and breaking them. It
may be that users do not nd certain clues or
that the diculty of these clues slows down the
game and, consequently, the course of the nar-
rative. According to Rojas (2020), “ARGs teach
designers when to hold the strings of the game
like puppeteers and when to let go” (p.7). The
involvement is so high that “new experiments
have taken the puppeteer and turned him into
a character within the narrative, who leaves
cryptic messages to the audience intended to
connect him to the story” (Rojas, 2020, p.7).
Regarding fandom interaction, it should be not-
ed that “a game only exists when it is played”
(Hunicke, 2004, p.429), which implies the need
to make the ARG want to be played. Under this
premise, alternative reality games move, es-
pecially games that are born, live, and end de-
pending on the player’s will to continue playing.
The search for the link of complete dependence
that is established between game and player is
the engine and the explanation of everything
that happens in an ARG and, therefore, a ba-
sic principle that guides them in their develop-
ment and success is that “the participants are
the stars” (Scolari, 2013, p.268). Each challenge
and each clue has to get “the player to inter-
vene and perform actions beyond a mere inter-
pretation exercise” (Aldegani & Caballero, 2022,
p.45). The user has to search, think, and fully
immerse (McGonigal, 2011) naturally and deep-
ly (De Beer & Bothma, 2016) in the narrative.
They have to internalize everything thrown at
them and accept that the elements of the game
merge with their reality.
It should be pointed out that when we speak
of a player, we should not simply think of them
as an individual acting alone but as a user who
is part of a collective congured with a com-
mon identity. This identity captures the most
essential traits of the members of the collec-
tive, which creates a shared and coordinated
self-awareness and modus operandi (Turner,
2010).
ARGs thus create communities where the feel-
ing of belonging is persistent and solidied.
Without these interconnections, they could not
be fully developed since, due to the multi-me-
dia and narrative expansion that arises - which
moves both in real life and online life - it would
be impossible to solve the enigma by oneself.
Therefore, the very generation of clues itself is
based on the intention that it should result in
a collective, cooperative, and participatory ex-
perience (Scolari, 2013; Stewart, 2011), where
the eort is coordinated (Jerret et al., 2017) and
the resolution of each clue that gives continuity
to the story depends on the use of collective
intelligence (Hook, 2017).
As for the characteristic of collective intelli-
gence, it refers to what Jenkins (2002) calls
hive-mind and, according to Lévy (2004), to “an
intelligence that is distributed everywhere, con-
stantly valorized, coordinated in real-time, lead-
ing to an eective mobilization of competenc-
es” (p.20). This intelligence of many, unied in a
single line of thinking, is related to the emerging
participatory culture that has been solidifying
over time due to the synergy of three trends
described by Jenkins (2006): the new tools and
technologies that enable co-creation, the sub-
cultures that promote the Do It Yourself dis-
course, and the media ecology.
New tools and technologies allow consumers
to save, annotate, appropriate, and distribute
the content found in the media. From the be-
haviors from which this participatory culture
3131
Lucía Garrido-Rodríguez, Alfonso Freire-Sánchez
derives, it is evident that the interaction and
connection between users, especially in ARGs,
is based on communication and information
technologies. Initially, the rst virtual commu-
nities of alternative reality games lived in blogs
and chats; nowadays, social networks are con-
sidered the backbone of ARGs, as these digital
social experiences mainly take place. Finally, it
is worth highlighting the validity and topicality
of ARGs, as Ruíz-García (2022) states: “They are
ludonarrative experiences that are alive and
present, minority, although with an eerves-
cence fueled by new uses and new technologi-
cal forms that enliven and reproduce them” (p.
385).
As far as fandom’s contribution is concerned,
it is worth mentioning that ARGs are used for
the phenomenon of transcreation and trans-
authorship, which, to paraphrase Papadaki and
Volakis (2022), is produced by the character-
istics of the current transmedia environment
that cause synergies between many produc-
tion companies and cultural industries with the
users’ creations or the original creators of the
alternate game.
As can be seen, studies on ARGs and the trans-
media and interactive narrative universes that
form the ecosystem in which they develop are
very prolic and oer a very multifaceted vi-
sion of the state of the question. As mentioned
above, the study’s main objective is to investi-
gate the relationship between the narrative
universe of the American singer Taylor Swift
and the ARGs. In this way, it aims to determine
which elements of this interactive storytelling
technique are integrated into the 360º com-
munication strategy and the construction of
the Swift universe. It is associated with the per-
sonal brand of one of the most inuential and
famous artists in the music and entertainment
industry today.
Singer-songwriter, producer, director, and ac-
tress Taylor Alison Swift is one of the biggest
American stars in the world. In her 17-year ca-
reer, she has released ten original albums and
four re-recordings. Since her early days, Swift
has been committed to expanding the musi-
cal experience beyond simply listening to her
songs; she engages her fans, known as Swifties,
in the imagery she has built up after the release
of a new album. For this reason, it is appropri-
ate for us to extract the main characteristics
that have dened the recent history of ARGs
according to the existing literature and to check
whether the ‘Swift universe’ and its relationship
with its fandom could be considered an ARG,
even if it has not been dened as such.
3. METHODOLOGY
To determine which elements of singer Taylor
Swift’s alternate reality games are integrated
into her communication strategy and nar-
rative universe, an interdisciplinary analysis
methodology used by other authors such as
Castelló-Martínez (2020) or Vidal-Mestre et
al. (2023) is proposed. This methodology has
made it possible to extract the main character-
istics of the existing literature to date on ARG
games and to establish the state of the art
(McGonigal, 2011; Stewart, 2011; Scolari, 2013;
Villén, 2017; Kim et al., 2019; Rojas, 2020; Ruíz-
García, 2022, among others). The following ta-
ble summarizes these main characteristics that
allow us to analyze the Swift universe:
3232
Alternate reality games (ARG) and fandom involvement in Taylor Swift’s
narrative universe
Note: Own elaboration.
Base Characteristics Referents
Fandom
Participation and collab-
oration.
Scolari,
2013; Ruíz-
García,
2022
Voluntary and natural im-
mersion.
McGonigal,
2011; De
Beer y
Bothma,
2016
Coordination among
players.
Jerret et al.,
2017
Sense of belonging and
group identity.
Jenkins,
2006; Turn-
er, 2010
Hive-mind. Use of collec-
tive intelligence.
Lévy, 2004;
Hook, 2017
Social and mainly digital
experience.
Kim et al.,
2009
4. RESULTS
To analyze the ‘Swift universe,’ on the one hand,
the publication of each of her works has been
separated into what the artist has called dier-
ent ‘eras.’ Each one maintains a particular aes-
thetic and has its own identity, thanks to linking
the LP to a specic color and objects, among
other resources. But they all follow the same
narrative thread, which gives continuity and ex-
pands or changes the course of the story she
has been creating album after album.
On the other hand, it has meant that every-
thing that encompasses being in each of her
eras, with their respective events - such as the
release of a music video - as well as the jour-
ney and leap between them, has come about
as a result of a process of collective discovery
of clues and deciphering of cryptic messages
by the fans. Fans become brilliant detectives
who dialogue with each other to discover and
Base Characteristics Referents
Narrative
Fragmented narrative. Jenkins,
2006; Sco-
lari, 2013
Dynamic narrative and
co-created with the play-
ers.
De Beer y
Bothma,
2016
Story integrated with the
game and the players.
Aldegani y
Caballero,
2022
It is developed on a tem-
poral axis.
Scolari,
2013
Direct contact between
characters and players.
Rojas,
2020; Al-
degani y
Caballero,
2022
Players keep their identity. Sicart, 2014
Creation of a transmedia
narrative universe.
Freire-Sán-
chez et al.,
2023
Action me-
chanics
It is based on the discov-
ery of trails.
Stewart,
2006; Ruíz-
García,
2022
Rabbit hole. Stewart,
2006; Villén
Higueras,
2017
Combines both online
and oine worlds.
Scolari,
2013; Al-
degani y
Caballero,
2022
There is no structure to
guide the game.
Stewart,
2011
Roles are established
spontaneously.
Aldegani y
Caballero,
2022
The players mostly set the
rules.
McGonigal,
2011
There is a puppet master. Kim et al.,
2009; Ro-
jas, 2020
Table 1
Summary of the characteristics
of an ARG extracted from the literature review
3333
Lucía Garrido-Rodríguez, Alfonso Freire-Sánchez
understand the clues, called Easter eggs, in-
tentionally left by Swift; they also create their
theories. The singer listens to what the fandom
collectively decides and thinks and, based on
these guesses, is inspired and sometimes even
directly follows up on the cryptic game.
She mainly did this in his early days as a singer
because she wanted people to pay attention to
her lyrics. So, she decided to incorporate gram-
matically unjustied capital letters into some
of the words in the lyrics of the songs found in
the CD booklets. This way, if people paid atten-
tion and put all the capitalized letters together,
a word or phrase was formed that explained
what the song or album was about. However, it
was with their album Reputation (2017) that the
game went to another level, and its develop-
ment expanded to many more channels, which
meant that, nowadays, this dynamic expands
along an innite number of communication
channels that can take shape in dierent ways.
The tracks, which present dierent diculty lev-
els, are present in both virtual and digital space.
They can be found in places that, by their very
nature, make sense and allow them to be host-
ed, such as video clips. But they can also be
found in places that, to the naked eye of any
individual, would pass completely unnoticed;
being part of the swiftie world educates you
to pay attention to things like, for example, the
color of the nails she wears or the conditions
of purchase of her merchandise. On occasion,
the Easter egg has even been in the mention or
commentary on the artist by a brand or other
famous gure who initially seems to have no
direct relationship with the American but who
turns out to be linked to her in some way.
The rules and guidance as to what is consid-
ered valid and feasible in terms of where to nd
the clues have been shaped and established
naturally, based on what the singer herself has
explicitly determined and said; it is also based
on observation and knowledge of what Taylor
Swift would and would not be able to do; and
what has been collectively established as feasi-
ble within the fandom, based on theories creat-
ed and resolved, along with learning from trial
and error.
This has resulted in fandom developing inside
jokes and, at low levels, its own jargon. While
initially clues were given in relatively short time
frames, today, they can be given well in advance,
such as three years. But it is worth mentioning
that the dynamic works thanks to the existence
of a third gure directly linked to the singer,
known as Taylor Nation (TN); this “nation” con-
sists of a small group of people who are part of
Taylor Swift’s management team, whose iden-
tity and number of users is unknown to any-
one in the fandom. This group acts as a bridge
between the artist and her fandom, mainly in
charge of interacting with them and keeping
the game running.
The release on 21 October 2022 of the Amer-
ican singer’s tenth and most recent original al-
bum, Midnights, is a clear example of how this
dynamic interactive narrative is implemented.
Midnights is a thematic masterpiece, present-
ing the stories of thirteen sleepless nights
spread throughout the artist’s life. It beautifully
weaves the idea of insomnia and the myriad of
thoughts it brings, creating a compelling narra-
tive. The album’s seventies aesthetic adds an-
other layer of depth, with objects like a vintage
telephone or a disco ball becoming symbolic.
The clock, a central element associated with
the album, further enhances its thematic co-
herence.
Both Taylor Swift and Taylor Nation had given
signals of the existence of the album’s idea,
symbolism, and concept since 2019, following
the release of her seventh album, Lover. In ad-
3434
Alternate reality games (ARG) and fandom involvement in Taylor Swift’s
narrative universe
dition, to fuel the existing theories of fandom,
both had for months signaled when she would
announce the LP’s existence - 28 August 2022
at the VMAs gala at midnight - and the date of
its release.
Also, in the months leading up to the release
date, and specically in the week leading up
to it, there was an abundance of Easter eggs
and online calls for swifties to reveal informa-
tion about the title, song themes, and music
videos that would be released in the future for
certain singles. These included Midnights May-
hem With Me, Midnights Manifest, and #Count-
downToMidnighTS.
Midnights Mayhem With Me was one of the
most complex communication actions that
took place. In it, the artist revealed the titles
of the songs that made up the album and the
collaborations on it. It was a mini-series made
up of thirteen chapters lasting two to three
minutes, which were published on her TikTok
prole always at midnight, but not every day or
with a pattern that fans could guess. Thus, they
could not know when they would see the next
one. This action had thousands of fans world-
wide, keeping an eye on the artist and making
them analyze the chapters’ content. They would
check everything from her clothes and accesso-
ries to how she picked up the phone and wore
her hair up. All this was done to develop theo-
ries that would make sense of previously found
clues and create new ones that would reveal
information about the album.
Following the completion of this series, the art-
ist released the Midnights Manifest. This calen-
dar summarized, by way of clues, all the events
that were to take place from 20 to 27 October
in the fandom and were vital to understanding
the content of the album. On 20 October, there
was a live broadcast on Amazon—during the
third half of an NFL football game—of a compi-
lation trailer of the LP’s music videos.
In addition, this trail of events served as a bridge
to the nal countdown with #CountdownTo-
MidnighTS and brought the clue game into the
real world. With the collaboration of Spotify and
the clues left by Taylor Nation online, during the
three days leading up to the album’s release,
digital clocks following Midnight’s aesthetic ap-
peared in iconic locations around the world—
such as New York’s Times Square—revealing
lyrics from the songs as the clock struck mid-
night.
The swifties would discover, night after night,
the locations of the clocks. Once the lyrics were
revealed, the fans who were physically on-site
would share them with the entire online com-
munity to jointly discuss their meaning and the
song they were associated with. They would, in
turn, get conrmation from Taylor Nation, who
would interact with them to let them know if
they were on the right track or not.
5. DISCUSSION OF
THE RESULTS
The primary purpose of this research has been
to analyze the communication of the singer
Taylor Swift, intending to determine whether
the hypothesis that she incorporates alterna-
tive reality games in her communication strat-
egy is fullled. To do this, we retrieved the table
of ARG characteristics according to the special-
ist literature on the subject. This then allows us
to see which elements are fullled in its narra-
tive universe.
3535
Lucía Garrido-Rodríguez, Alfonso Freire-Sánchez
Base Characteristics It’s true
in the
Swift
universe
Narrative
Fragmented narrative.
Dynamic narrative and
co-created with the play-
ers.
Story integrated with the
game and the players.
It is developed on a tem-
poral axis.
Direct contact between
characters and players.
Players keep their identity.
Creation of a transmedia
narrative universe.
Action me-
chanics
It is based on the discov-
ery of trails.
Rabbit hole. X
Combines both online
and oine worlds.
There is no structure to
guide the game.
Roles are established
spontaneously.
The players mostly set the
rules.
There is a puppet master.
Fandom
Participation and collab-
oration.
Voluntary and natural im-
mersion.
Coordination among
players.
Sense of belonging and
group identity.
Hive-mind. Use of collec-
tive intelligence.
Social and mainly digital
experience.
Table 2
Characteristics of ARGs drawn from the literature
review that are fullled in Taylor Swift’s narrative universe.
Note: Own elaboration.
Based on the results obtained from the com-
parison, Taylor Swift’s communication—which
some researchers have described as cho-
reographed engagement (Ryan and Edlom,
2023)—incorporates practically all the charac-
teristics that dene ARGs. Specically, the re-
sults show that the ARG meets 19/20 dened
characteristics. Its communication strategy piv-
ots on a narrative universe that has been ex-
panded across many platforms and networks
for years.
The only element that is not entirely fullled is
the existence of an initial clue, clear and per-
ceived by all the players since the game dynam-
ic she proposes moves on a very broad time
axis in which several clues can coexist simul-
taneously. Therefore, in the case of the game
proposed by the artist, the fans themselves de-
tect the clue that could possibly initiate or, at
least, indicate a new game. This is motivated by
a previously non-existent pattern, a change in
the singer’s behavior, or something unusual in
the dynamics or the communication that was
taking place up to that point.
At the level of new components or consider-
ations detected that Taylor Swift performs dif-
ferently or that expand on what is stipulated in
the bases that dene an ARG, one should con-
sider, rstly, the broad durability of the game.
Secondly, the agreed, but also spontaneous,
collaboration of brands and media gures con-
gured to launch the clues and as alternatives
to give continuity to the narrative thread. Third-
ly, the very process by which the game comes
to life, which has been the motive for the study
of this work, is communication.
The artist does not normally create a playful
game as such but rather, on many occasions,
uses the communication she carries out for
non-game purposes—whether to praise the
work of a colleague, thank fans for attending
3636
Alternate reality games (ARG) and fandom involvement in Taylor Swift’s
narrative universe
her concert, or accept an award—to incorpo-
rate the easter eggs that give continuity to the
game that, in parallel, is developing in her uni-
verse and in that of her fandom.
6. CONCLUSIONS
The application of alternative reality games to
achieve non-game objectives can be very ex-
tensive. Moreover, ARGs can be very eective
with the right approach and management of
their development. Some of their most com-
mon uses are in marketing and advertising (Es-
tanyol et al., 2013), entertainment (Huotari &
Hamari, 2017), or education (Kapp, 2012).
Therefore, the list of benets and positive pur-
poses achieved with these types of games is
complex and extensive. They can inuence
user behavior, build user loyalty, or educate
them; they generate a good brand image, fos-
ter a sense of belonging to the group, help sat-
isfy innate human needs, raise ethical or con-
troversial debates, foster community building,
enhance certain emotions, stimulate critical
thinking, encourage creativity, etc.
This communication strategy carried out by the
American artist, which incorporates practical-
ly all the elements and characteristics of the
ARGs, could be considered a perfectly struc-
tured model that can be extrapolated to other
commercial brands. For all these reasons, we
consider it an example and a reference for in-
teracting with the fandom, which emerges as
an active, generative, and necessary part of
expanding the universe and all the fragment-
ed contents that, like a puzzle, are interwoven
in an experience as immersive as it is complex,
as deep as it is volatile and as original as it is
creative. A well-designed ARG does not have a
closed-end, and the limit will not be predened
by the narrative or the media and platforms but
will depend on the users themselves and the
interest of the universe created so that it can
be prolonged over time. Suppose brands now
want to spend time with users/consumers. In
that case, ARGs are a strategy that can lead to
a more advanced level with greater possibilities
than branded content or conventional adver-
tising. It is undoubtedly a much more gamied
experience and ts perfectly with the spirit of
choreographed engagement with fans (Ryan
& Edlom, 2023) that has always characterized
Taylor Swift’s personal brand.
3737
Lucía Garrido-Rodríguez, Alfonso Freire-Sánchez
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Universitat de Vic - Universitat Central de Catalunya
Universidad del Azuay