Alternate Reality Games and the Cusp of Digital Gameplay [Minkštas viršelis]

Edited by (Stanford University, USA), Edited by (University of California, Berkeley, USA)
  • Formatas: Paperback / softback, 352 pages, aukštis x plotis: 229x152 mm, 25 bw illus
  • Serija: Approaches to Digital Game Studies
  • Išleidimo metai: 01-Nov-2018
  • Leidėjas: Bloomsbury Academic USA
  • ISBN-10: 1501347195
  • ISBN-13: 9781501347191
Kitos knygos pagal šią temą:
  • Formatas: Paperback / softback, 352 pages, aukštis x plotis: 229x152 mm, 25 bw illus
  • Serija: Approaches to Digital Game Studies
  • Išleidimo metai: 01-Nov-2018
  • Leidėjas: Bloomsbury Academic USA
  • ISBN-10: 1501347195
  • ISBN-13: 9781501347191
Kitos knygos pagal šią temą:

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.

Recenzijos

Alternate Reality Games and the Cusp of Digital Gameplay is a rabbit hole into a wondrous world where everything we encounter is playable, every problem demands extreme-scale collaboration, and every story is open to co-creation. In this world, the virtual games we play threaten -- or promise? -- to blur the boundaries of our real lives and even become our lives. The volume is nothing less than a definitive history and the most significant theoretical examination yet of the strangest happenings in the most transgressive and personally transformative genre of games to emerge in our connected age. Don't forget: In an alternate reality, anything and everything might be a clue to something bigger -- including, yes, of course! the very pages in this book. Happy playing! And keep your eyes open for clues... * Jane McGonigal, Alternate Reality Game Creator and author of Reality is Broken * A well-researched and in-depth collection. Especially useful as a retrospective and case study of ARGs' first decade. * Steve Peters, Founder/Chief Creative Officer, No Mimes Media, USA * Alternate Reality Games and the Cusp of Digital Gameplay provides a timely critical exploration of the histories, terminologies, and tropes of the genre. Bringing together theory and example, with contributions from some of the foremost researchers in the field, this volume represents an essential overview of the scholarly state-of-the-art in alternate reality gaming. * Nicola Whitton, Professor of Professional Learning, Manchester Metropolitan University, UK * Alternate Reality Games (ARGs) are notoriously hard to define; luckily this new collection grapples with their complexities with a playful and scholarly approach. Using interdisciplinary perspectives, the contributors show how ARGs provide insight into humanity, reality, play, and what it means to have fun. * Karen Schrier, Assistant Professor and Director of Games & Emerging Media, Marist College, USA, and author of Knowledge Games (2016) *

Daugiau informacijos

The first collection devoted to Alternate Reality Games and to how they are shaping digital game studies and fields ranging from communications to media studies to education.
Introduction 1(28)
Antero Garcia
Greg Niemeyer
PART ONE Guiding Principles of Alternate Reality Games
29(156)
1 From Alternate to Alternative Reality: Games as Cultural Probes
31(25)
Patrick Jagoda
Melissa Gilliam
Peter McDonald
Ashlyn Sparrow
2 The Game Did Not Take Place---This Is Not A Game and blurring the Lines of Fiction
56(22)
Alan Hook
3 Alternate Reality Games for Learning: A Frame by Frame Analysis
78(29)
Anthony Pellicone
Elizabeth Bonsignore
Kathryn Kaczmarek
Kari Kraus
June Ahn
Derek Hansen
4 Promotional Alternate Reality Games and the TINAG Philosophy
107(24)
Stephanie Janes
5 The Coachella Disaster: How the Puppet Masters of Art of the H3ist Pulled a Victory from the Jaws of Defeat
131(24)
Burcu S. Bakioglu
6 Designing and Playing Peer-Produced ARGs in the Primary Classroom: Supporting Literacies through Play
155(30)
Angela Colvert
PART TWO New Frontiers of Alternating Reality
185(126)
7 Games Beyond the ARG
187(24)
Jeff Watson
8 Methods: Studying Alternate Reality Games as Virtual Worlds
211(23)
Calvin Johns
9 A Typology to describe Alternate Reality Games for Cultural Contexts
234(25)
Diane Dufort
Federico Tajariol
10 Sociability by Design in an Alternate Reality Game: The Case of The Trail
259(29)
Elina Roinioti
Eleana Pandia
Yannis Skarpelos
11 Ingress: a Restructuring of the ARG or a New Genre? An Ethnography of Enlightened and Resistance Factions in Brazil
288(23)
Thaiane Moreira de Oliveira
Conclusion 311(12)
Antero Garcia
Greg Niemeyer
Contributor Biographies 323(6)
Appendix 329(2)
Index 331
Antero Garcia is an Assistant Professor in the Graduate School of Education at Stanford University, USA. His research focuses on developing literacies and civic identity through the use of gameplay and participatory media. Antero's work appears in numerous journals including The Harvard Educational Review, English Journal, and Rethinking Schools. He is the author of the books Critical Foundations in Young Adult Literature: Challenging Genres (2013) and Teaching in the Connected Learning Classroom (2014). Greg Niemeyer is an Associate Professor and Director of the Center for New Media at University of California, Berkeley, USA. He founded the Stanford University Digital Art Center, which he directed until 2001. At UC Berkeley, he is involved in the development of the Center for New Media, focusing on the critical analysis of the impact of new media on human experiences. The Black Cloud (2008) was funded by the MacArthur Foundation to provide an alternate reality game and a social network for sensing air quality and taking actions to benefit indoor air quality. The project has evolved into a startup company under the name of Aclima Inc.