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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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: |
Table of Contents:
- From alternate to alternative reality : games as cultural probes / Patrick Jagoda, Melissa Gilliam, Peter McDonald, and Ashlyn Sparrow
- The game did not take place : this is not a game and blurring the lines of fiction / Alan Hook
- Alternate reality games for learning : a frame by frame analysis / Anthony Pellicone, Elizabeth Bonsignore, Kathryn Kaczmarek, Kari Kraus, June Ahn, & Derek Hansen
- Promotional alternate reality games and the TINAG philosophy / Stephanie Janes
- The coachella disaster : how the puppet masters of art of the h3ist pulled a victory from the jaws of defeat / Burcu S. Bakiolu
- Designing and playing peer-produced ARGs in the primary classroom : supporting literacies through play / Angela Colvert
- Games beyond the arg / Jeff Watson
- Methods : studying alternate reality games as virtual worlds / Calvin Johns
- A typology to describe alternate reality games for cultural contexts / Diane Dufort and Federico Tajariol
- Sociability by design in an alternate reality game : the case of the Trail / Roinioti Elina, Pandia Eleana, Skarpelos Yannis
- Ingress : a restructuring of the ARG or a new genre? : an ethnography of enlightened and resistance factions in Brazil / Thaiane Moreira de Oliveira.