Alternate reality games (ARGs) present an opportunity for educators to create affordable and technologically-feasible computer games with the potential to engage learners. They are a comparatively recent genre of game, with the first fully-formed ARG considered to be a game called The Beast, which was created in 2001 to promote the film AI. Alternate reality games create a fictional game world and storyline that are interspersed with real people, places and events so that they ‘take the substance of everyday life and weave it into narratives that layer additional meaning, depth, and interaction upon the real world. The contents of these narratives constantly intersect with actuality, but play fast and loose with fact, sometimes departing entirely from the actual or grossly warping it’ (Martin et al., 2006, p. 6).