Alternate Reality Games and the Cusp of Digital Gameplay
eBook - ePub

Alternate Reality Games and the Cusp of Digital Gameplay

  1. 352 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Alternate Reality Games and the Cusp of Digital Gameplay

About this book

Alternate Reality Games (ARGs) challenge what players understand as "real." Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.

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Yes, you can access Alternate Reality Games and the Cusp of Digital Gameplay by Antero Garcia, Greg Niemeyer, Antero Garcia,Greg Niemeyer in PDF and/or ePUB format, as well as other popular books in Mathematics & Media Studies. We have over one million books available in our catalogue for you to explore.

Information

Year
2017
Print ISBN
9781501347191
eBook ISBN
9781501316258
Edition
1

Table of contents

  1. Cover
  2. Half-Title Page
  3. Series Page
  4. Title Page
  5. Contents
  6. Introduction Antero Garcia and Greg Niemeyer
  7. PART ONE Guiding Principles of Alternate Reality Games
  8. 1 From Alternate to Alternative Reality: Games as Cultural Probes Patrick Jagoda, Melissa Gilliam, Peter McDonald, and Ashlyn Sparrow
  9. 2 The Game Did Not Take Place—This Is Not A Game and blurring the Lines of Fiction Alan Hook
  10. 3 Alternate Reality Games for Learning: A Frame by Frame Analysis Anthony Pellicone, Elizabeth Bonsignore, Kathryn Kaczmarek, Kari Kraus, June Ahn, and Derek Hansen
  11. 4 Promotional Alternate Reality Games and the TINAG Philosophy Stephanie Janes
  12. 5 The Coachella Disaster: How the Puppet Masters of Art of the H3ist Pulled a Victory from the Jaws of Defeat Burcu S. Bakioğlu
  13. 6 Designing and Playing Peer-Produced ARGs in the Primary Classroom: Supporting Literacies through Play Angela Colvert
  14. PART TWO New Frontiers of Alternating Reality
  15. 7 Games Beyond the ARG Jeff Watson
  16. 8 Methods: Studying Alternate Reality Games as Virtual Worlds Calvin Johns
  17. 9 A Typology to describe Alternate Reality Games for Cultural Contexts Diane Dufort and Federico Tajariol
  18. 10 Sociability by Design in an Alternate Reality Game: The Case of The Trail Elina Roinioti, Eleana Pandia, and Yannis Skarpelos
  19. 11 Ingress: a Restructuring of the ARG or a New Genre? An Ethnography of Enlightened and Resistance Factions in Brazil Thaiane Moreira de Oliveira
  20. Conclusion Antero Garcia and Greg Niemeyer
  21. Contributor Biographies
  22. Appendix
  23. Index
  24. Copyright