Digital Legend and Belief

Digital Legend and Belief PDF Author: Andrew Peck
Publisher: University of Wisconsin Pres
ISBN: 0299343405
Category : Computers
Languages : en
Pages : 266

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Book Description
The internet brings new urgency to the study of folklore. The digital networks we use every day amplify the capacity of legends to spread swiftly, define threats, and inform action. Using the case of a particularly popular digital bogeyman known as the Slender Man, Andrew Peck brings the study of legends into the twenty-first century. Peck explains not only how legends circulate in the digital swirl of the internet but also how the internet affects how legends seep into our offline lives and into the mass media we consume. What happens, he asks, when legends go online? How does the internet enable the creation of new legends? How do these ideas go viral? How do tradition and technology interact to construct collaborative beliefs? Peck argues that the story of the Slender Man is really a story about the changing nature of belief in the age of the internet. Widely adopted digital technologies, from smartphones to social media, offer vast potential for extending traditional and expressive social behaviors in new ways. As such, understanding the online landscape of contemporary folklore is crucial for grasping the formation and circulation of belief in the digital age. Ultimately, Peck argues that advancing our comprehension of legends online can help us better understand how similar belief genres—like fake news, conspiracy theories, hoaxes, rumors, meme culture, and anti-expert movements—are enabled by digital media.

Digital Legend and Belief

Digital Legend and Belief PDF Author: Andrew Peck
Publisher: University of Wisconsin Pres
ISBN: 0299343405
Category : Computers
Languages : en
Pages : 266

Get Book Here

Book Description
The internet brings new urgency to the study of folklore. The digital networks we use every day amplify the capacity of legends to spread swiftly, define threats, and inform action. Using the case of a particularly popular digital bogeyman known as the Slender Man, Andrew Peck brings the study of legends into the twenty-first century. Peck explains not only how legends circulate in the digital swirl of the internet but also how the internet affects how legends seep into our offline lives and into the mass media we consume. What happens, he asks, when legends go online? How does the internet enable the creation of new legends? How do these ideas go viral? How do tradition and technology interact to construct collaborative beliefs? Peck argues that the story of the Slender Man is really a story about the changing nature of belief in the age of the internet. Widely adopted digital technologies, from smartphones to social media, offer vast potential for extending traditional and expressive social behaviors in new ways. As such, understanding the online landscape of contemporary folklore is crucial for grasping the formation and circulation of belief in the digital age. Ultimately, Peck argues that advancing our comprehension of legends online can help us better understand how similar belief genres—like fake news, conspiracy theories, hoaxes, rumors, meme culture, and anti-expert movements—are enabled by digital media.

Alternate Reality Games and the Cusp of Digital Gameplay

Alternate Reality Games and the Cusp of Digital Gameplay PDF Author: Antero Garcia
Publisher: Bloomsbury Publishing USA
ISBN: 1501316257
Category : Games & Activities
Languages : en
Pages : 369

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Book Description
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.

Career Building Through Alternate Reality Gaming

Career Building Through Alternate Reality Gaming PDF Author: Meg Swaine
Publisher: The Rosen Publishing Group, Inc
ISBN: 9781404213579
Category : Business & Economics
Languages : en
Pages : 68

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Book Description
Provides an overview of alternate reality gaming, and describes the knowledge, skills, education, and experience needed to pursue a career in this field.

Alternate Reality Games

Alternate Reality Games PDF Author: Stephanie Janes
Publisher: Routledge
ISBN: 135117472X
Category : Computers
Languages : en
Pages : 127

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Book Description
Using textual analysis, interviews with game designers, audience surveys, and close analysis of player forum discussion, this book examines the unique nature of the producer/consumer relationship within promotional Alternate Reality Games (ARGs). Historically, ARGs are rooted in advertising as much as they are in narrative storytelling. As designers often have to respond to player actions as the game progresses, players can have an impact on the storyline, on character behaviour, and potentially on the final resolution of the narrative. This book explores how both media consumers and producers are responding to this new reconfiguration of the producer/consumer/prosumer dynamic in order to better understand the diverse advertising experiences available to media audiences today. With a focus on participatory culture and the political economy of promotional communications, this in-depth analysis of ARGs will appeal to academics and researchers in the fields of games, film, advertising, and media and cultural studies.

Beyond Reality

Beyond Reality PDF Author: John Gosney
Publisher: Course Technology
ISBN:
Category : Computers
Languages : en
Pages : 348

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Book Description
Provides information on designing alternate reality games

Alternate Reality Games For Behavioral and Social Science Research

Alternate Reality Games For Behavioral and Social Science Research PDF Author: Ruthanna Gordon
Publisher: Lulu.com
ISBN: 131278105X
Category : Education
Languages : en
Pages : 132

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Book Description
By weaving fictional narratives and problem solving into everyday life, alternate reality games (ARGs) may be able to fill gaps left by traditional studies in the behavioral and social sciences. Researchers are exploring new ways to address concerns such as ecological validity, inconsistent replication, and recruitment of large and diverse sample populations. ARG-based research design, using familiar tools and multimedia venues to engage players in meaningful interaction within complex near‐real‐world environments, offers methods that can make a difference. This book examines the potential strengths of ARG‐based social science research, the challenges that remain to be overcome, and potential starting points for testing these possibilities.

This Might be a Game

This Might be a Game PDF Author: Jane Evelyn McGonigal
Publisher:
ISBN:
Category :
Languages : en
Pages : 1160

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Book Description


Through the Rabbit Hole

Through the Rabbit Hole PDF Author: Dave Szulborski
Publisher: Lulu.com
ISBN: 1411648285
Category : Games & Activities
Languages : en
Pages : 142

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Book Description
Through the Rabbit Hole: A Beginner's Guide to Playing Alternate Reality Games by Dave Szulborski is the perfect introduction for newcomers to the exciting genre of alternate reality gaming, or ARGs for short. Written in the style of the rulebook that should come along with every ARG, Through the Rabbit Hole lays out the common parts, pieces, playing fields, and rules for playing alternate reality games in a simple and concise manner.

The Ashgate Research Companion to Paranormal Cultures

The Ashgate Research Companion to Paranormal Cultures PDF Author: Olu Jenzen
Publisher: Routledge
ISBN: 1317042182
Category : Social Science
Languages : en
Pages : 554

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Book Description
Despite the much vaunted ’end of religion’ and the growth of secularism, people are engaging like never before in their own ’spiritualities of life’. Across the West, paranormal belief is on the rise. The Ashgate Research Companion to Paranormal Cultures brings together the work of international scholars across the social sciences and humanities to question how and why people are seeking meaning in the realm of the paranormal, a heretofore subjugated knowledge. With contributions from the UK and other European countries, the USA, Australia and Canada, this ground-breaking book attends to the paranormal as a position from which to critique dominant forms of knowledge production and spirituality. A rich exploration of everyday life practices, textual engagements and discourses relating to the paranormal, as well as the mediation, technology and art of paranormal activity, this book explores themes such as subcultures and mainstreaming, as well as epistemological, methodological, and phenomenological questions, and the role of the paranormal in social change. The Ashgate Research Companion to Paranormal Cultures constitutes an essential resource for those interested in the academic study of cultural engagements with paranormality; it will appeal to scholars of cultural and media studies, popular culture, sociology, cultural geography, literature, film and music.

Social Media Marketing

Social Media Marketing PDF Author: Tracy L. Tuten
Publisher: SAGE
ISBN: 1526424541
Category : Business & Economics
Languages : en
Pages : 548

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Book Description
**Winner of the TAA 2017 Textbook Excellence Award** "Social Media Marketing deserves special kudos for its courage in tackling the new frontier of social media marketing. This textbook challenges its readers to grapple with the daunting task of understanding rapidly evolving social media and its users." TAA Judges Panel Social Media Marketing was the first textbook to cover this vital subject and has quickly become the market leader. It melds essential theory with practical application and covers core skills such as strategic planning for social media applications, incorporating these platforms into the brand’s marketing communications, and harnessing social media data to yield consumer insights. The authors outline the ‘four zones’ of social media that marketers can use to help achieve their strategic objectives: 1. Community 2. Publishing 3. Entertainment 4. Commerce The new third edition has been extensively updated to include new content on tactical planning and execution and coverage of the latest research within social media marketing. Expanded new case studies and examples including Facebook, Instagram, Twitter and Snapchat are discussed in relation to globally recognized brands such as Pokemon Go, Nike, Amazon Kindle and Lady Gaga. The book is complemented by a companion website that offers valuable additional resources for both instructors and students, including author videos discussing key social media marketing ideas and concepts, author-selected YouTube video playlists, additional case studies, further weblinks, PowerPoint slides and Testbank. Suitable for modules and courses on social media marketing.