Alternate reality games and the cusp of digital gameplay / edited by Antero Garcia and Greg Niemeyer.
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...
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Online Access: |
Full Text (via ProQuest) |
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Other Authors: | , |
Format: | eBook |
Language: | English |
Published: |
New York, NY :
Bloomsbury Academic, an imprint of Bloomsbury Publishing Inc,
2017.
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Series: | Approaches to digital game studies ;
v. 5. |
Subjects: |
Summary: | 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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Physical Description: | 1 online resource (viii, 344 pages) |
Bibliography: | Includes bibliographical references and index. |
ISBN: | 9781501316265 1501316265 1501316257 9781501316258 9781501316272 1501316273 1501316249 9781501316241 |