. . . . . . . . . "I Love Bees"@en . "I Love Bees (tamb\u00E9m conhecido como ilovebees ou ILB) foi um jogo de realidade alternativa (ARG) que serviu tanto de uma experi\u00EAncia no mundo real como de uma campanha de marketing viral para o lan\u00E7amento do jogo eletr\u00F4nico de 2004 da desenvolvedora Bungie, Halo 2. O jogo foi criado e desenvolvido pela 42 Entertainment. Muitos do mesmo pessoal j\u00E1 haviam criado um ARG para o filme AI intitulado . I Love Bees foi encomendado pela Microsoft, publicadora de Halo 2."@pt . "42"^^ . . . "I Love Bees"@en . . . . "no"@en . . . . . "I Love Bees (tamb\u00E9m conhecido como ilovebees ou ILB) foi um jogo de realidade alternativa (ARG) que serviu tanto de uma experi\u00EAncia no mundo real como de uma campanha de marketing viral para o lan\u00E7amento do jogo eletr\u00F4nico de 2004 da desenvolvedora Bungie, Halo 2. O jogo foi criado e desenvolvido pela 42 Entertainment. Muitos do mesmo pessoal j\u00E1 haviam criado um ARG para o filme AI intitulado . I Love Bees foi encomendado pela Microsoft, publicadora de Halo 2. I Love Bees foi anunciado pela primeira vez por uma mensagem oculta em um trailer de Halo 2; os jogadores que investigaram o site titular descobriram que as p\u00E1ginas pareciam ter sido invadidas por uma intelig\u00EAncia misteriosa. Enquanto os jogadores resolviam quebra-cabe\u00E7as, registros de \u00E1udio foram publicados no site ilovebees.com, que gradualmente revelou mais da hist\u00F3ria fict\u00EDcia, envolvendo uma intelig\u00EAncia artificial abandonada na Terra e suas tentativas de se recompor. 250.000 pessoas visualizaram o site ilovebees quando foi lan\u00E7ado em julho de 2004 e mais de 500.000 retornaram ao site toda vez que as p\u00E1ginas eram atualizadas. Mais de tr\u00EAs milh\u00F5es de visitantes acessaram o site ao longo de tr\u00EAs meses e milhares de pessoas em todo o mundo participaram do jogo. I Love Bees ganhou in\u00FAmeros pr\u00EAmios por sua inova\u00E7\u00E3o e ajudou a gerar in\u00FAmeros outros jogos de realidade alternativa para videogames."@pt . . . . "2005-06-08"^^ . . . . . . . . . . . . . . . "Online"@en . . . . . . . . . . . . "853078"^^ . . . . . . . . . . . "23727"^^ . . . . . . . . . . . . "I Love Bees (also known as ilovebees or ILB for short) was an alternate reality game (ARG) that served as both a real-world experience and viral marketing campaign for the release of developer Bungie's 2004 video game Halo 2. The game was created and developed by 42 Entertainment. Many of the same personnel had previously created an ARG for the film A.I. titled The Beast. I Love Bees was commissioned by Microsoft, Halo 2's publisher and Bungie's ultimate parent company at the time."@en . "I Love Bees"@en . . . "I Love Bees"@pt . "ILoveBees - Homepage.png"@en . . . . . . . . . . . . . . "I Love Bees (also known as ilovebees or ILB for short) was an alternate reality game (ARG) that served as both a real-world experience and viral marketing campaign for the release of developer Bungie's 2004 video game Halo 2. The game was created and developed by 42 Entertainment. Many of the same personnel had previously created an ARG for the film A.I. titled The Beast. I Love Bees was commissioned by Microsoft, Halo 2's publisher and Bungie's ultimate parent company at the time. I Love Bees was first advertised by a hidden message in a Halo 2 trailer; players who investigated the titular website discovered that the pages appeared to be hacked by a mysterious intelligence. As players solved puzzles, audio logs were posted to the ilovebees.com site which gradually revealed more of the fictional back-story, involving a marooned artificial intelligence stranded on Earth and its attempts to put itself back together. 250,000 people viewed the ilovebees website when it was launched in July 2004, and more than 500,000 returned to the site every time the pages were updated. More than three million visitors viewed the site over the course of three months, and thousands of people around the world participated in the game. I Love Bees won numerous awards for its innovation and helped spawn numerous other alternate reality games for video games."@en . "The home page in March 2004, the starting point of the titular alternate reality game"@en . . "1120509060"^^ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . "no"@en .