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: 1501316249
Category : Games & Activities
Languages : en
Pages : 353

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Book Description
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

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: 1501316249
Category : Games & Activities
Languages : en
Pages : 353

Get Book Here

Book Description
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

Alternate Reality Games and the Cusp of Digital Gameplay

Alternate Reality Games and the Cusp of Digital Gameplay PDF Author: Antero Garcia
Publisher: Bloomsbury Academic
ISBN: 9781501316272
Category :
Languages : en
Pages :

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Book Description


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: 1501316265
Category : Games & Activities
Languages : en
Pages : 353

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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.

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.

Interactive Storytelling

Interactive Storytelling PDF Author: Rebecca Rouse
Publisher: Springer
ISBN: 3030040283
Category : Computers
Languages : en
Pages : 673

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Book Description
This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.

Experimental Games

Experimental Games PDF Author: Patrick Jagoda
Publisher: University of Chicago Press
ISBN: 022663003X
Category : Social Science
Languages : en
Pages : 403

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Book Description
In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.

The Digital Folklore of Cyberculture and Digital Humanities

The Digital Folklore of Cyberculture and Digital Humanities PDF Author: Papadakis, Stamatis
Publisher: IGI Global
ISBN: 1668444631
Category : Social Science
Languages : en
Pages : 361

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Book Description
Where human communication and development is possible, folklore is developed. With the rise of digital communications and media in past decades, humans have adopted a new form of folklore within this online landscape. Digital folklore has been developed into a culture that impacts the ways in which communities are formed, media is created, and communications are carried out. It is essential to track this growing phenomenon. The Digital Folklore of Cyberculture and Digital Humanities focuses on the opportunities and chances for folklore research online as well as research challenges for online folk groups. It presents opportunities for production of digital internet material from items and research in the field of folk culture and for digitization, documentation, and promotion of elements related to folk culture. Covering topics such as e-learning programs, online communities, and costumes and fashion archives, this premier reference source is a dynamic resource for folklorists, sociologists, anthropologists, psychologists, students and faculty of higher education, libraries, researchers, and academicians.

Marketing the Arts

Marketing the Arts PDF Author: Finola Kerrigan
Publisher: Taylor & Francis
ISBN: 1000788148
Category : Business & Economics
Languages : en
Pages : 311

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Book Description
With contributions from international scholars of marketing and consumer studies, this renowned text engages directly with a range of contemporary themes, including: The importance of arts consumption and its socio-cultural, political, and economic dimensions The impact of new technologies, platforms, and alternative artforms on the art market The importance of the aesthetic experience itself and how to research it The value of arts-based methods The art versus commerce debate The artist as entrepreneur The role of the arts marketer as market-maker This fully updated new edition covers digital trends in the arts and emerging technologies, including virtual reality, streaming services, and branded entertainment. It also broadens the scope of investigation beyond the West looking to film in emerging markets such as China, music in Sub-Saharan Africa, and indigenous art in Australia. Alongside in-depth theoretical analysis, this edition of Marketing the Arts takes inspiration from the creativity inherent in current artistic practice to demonstrate a plurality of approaches and methodologies. Marketing the Arts: Breaking Boundaries is core reading for advanced undergraduate and postgraduate students studying arts marketing and management. Online resources include chapter-by-chapter PowerPoint slides and questions for class discussion.

Digital Advertising Evolution

Digital Advertising Evolution PDF Author: Iain MacRury
Publisher: Taylor & Francis
ISBN: 1040274900
Category : Business & Economics
Languages : en
Pages : 313

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Book Description
This cutting-edge text brings together a diverse range of scholars and practitioners to examine how digital has become the default space for advertising— in practice, communication, and commercial process. Providing a wide-ranging and multi-disciplinary account of a complex contemporary moment for promotional communications, Digital Advertising Evolution charts recent and profound shifts in the advertising industry’s working models and assumptions about media, audience, data, research, consumer practices, and modes of persuasive promotional communication. Innovations and new advertising formats, including programmatic ads, AI, advergames, memes, branded content, and influencers, have transformed and reframed advertising theories and practices for a new generation. Contributions examine major technological and cultural shifts in the advertising field, considering how platforms have provoked a paradigm shift in the character and conceptual framework defining advertising. This thorough analysis of the field critically explores key concepts, genres, campaigns, history, academic theories, and major actors, as well as governance, regulation, and ethics to provide a complete picture of the current state of the industry. Written for a global readership, Digital Advertising Evolution is ideal for advanced students and researchers of digital advertising and promotional cultures. It will also be of interest to professionals seeking to reflect on the changing industry.

Participatory Culture

Participatory Culture PDF Author: Henry Jenkins
Publisher: John Wiley & Sons
ISBN: 150953847X
Category : Social Science
Languages : en
Pages : 188

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Book Description
Since 2006, Henry Jenkins's Confessions of an Aca-Fan blog has hosted interviews in which academics, activists, and artists have shared their views on the changing media landscape. For the first time, Jenkins – often called “the Marshall McLuhan for the twenty-first century” – compiles some of these interviews to highlight his recurring interests in popular culture and social change. Structured around three core concepts – culture, learning, politics – and designed as a companion to Participatory Culture in a Networked Era, this book broadens the conversation to incorporate diverse thinkers such as David Gauntlett, Ethan Zuckerman, Sonia Livingstone, S. Craig Watkins, James Paul Gee, Antero Garcia, Stephen Duncombe, Cathy J. Cohen, Lina Srivastava, Jonathan McIntosh, and William Uricchio. With an introduction from Jenkins and reflections from each interviewee, this volume speaks to a sense of crisis as contemporary culture has failed to fully achieve the democratic potentials once anticipated as a consequence of the participatory turn. This book is ideal for students and scholars of digital media, popular culture, education, and politics, as well as general readers with an interest in the topic.