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 Women and Shari'a Law by
Cover of the book Blood Brothers GCSE Student Edition by
Cover of the book Late Night on Watling Street by
Cover of the book Education in South-East Asia by
Cover of the book Field Guide to Invasive Plants and Animals in Britain by
Cover of the book The Kingdom of Württemberg and the Making of Germany, 1815-1871 by
Cover of the book The Feminist Uncanny in Theory and Art Practice by
Cover of the book Midnight Ninja by
Cover of the book The Boundaries of Art and Social Space in Rome by
Cover of the book Into the Valley of Death by
Cover of the book Mary Wollstonecraft by
Cover of the book Acts of Undressing by
Cover of the book Chinese Walled Cities 221 BC– AD 1644 by
Cover of the book Hello, Baby Mo! A Bloomsbury Young Reader by
Cover of the book Methodological School of Management 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