Alternate Reality Games and the Cusp of Digital Gameplay

Nonfiction, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games, Social & Cultural Studies, Social Science
Cover of the book Alternate Reality Games and the Cusp of Digital Gameplay by , Bloomsbury Publishing
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9781501316258
Publisher: Bloomsbury Publishing Publication: April 20, 2017
Imprint: Bloomsbury Academic Language: English
Author:
ISBN: 9781501316258
Publisher: Bloomsbury Publishing
Publication: April 20, 2017
Imprint: Bloomsbury Academic
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from Bloomsbury Publishing

Cover of the book The Cabanatuan Prison Raid by
Cover of the book Progressive Education by
Cover of the book Human Rights in the Twenty-first Century by
Cover of the book National Theatre Connections 2014 by
Cover of the book Hold Me Like a Breath by
Cover of the book The British Army in Afghanistan 2006–14 by
Cover of the book Audition Speeches for Black, South Asian and Middle Eastern Actors: Monologues for Men by
Cover of the book Behold! A Baby by
Cover of the book The Faces of Human Rights by
Cover of the book Science Fiction and the Imitation of the Sacred by
Cover of the book Warriors by
Cover of the book The Arena Concert by
Cover of the book Tanya Tania by
Cover of the book Birds of Senegal and The Gambia by
Cover of the book You Can Still Make A Killing by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy