LEADER 04040nam 22005531 450 001 9910792900103321 005 20200514202323.0 010 $a1-5013-1627-3 010 $a1-5013-1625-7 010 $a1-5013-1626-5 024 7 $a10.5040/9781501316272 035 $a(CKB)3710000001083749 035 $a(MiAaPQ)EBC4812491 035 $a(OCoLC)971615748 035 $a(UtOrBLW)bpp09260719 035 $a(EXLCZ)993710000001083749 100 $a20170524d2017 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 00$aAlternate reality games and the cusp of digital gameplay /$fedited by Antero Garcia and Greg Niemeyer 210 1$aNew York :$cBloomsbury Academic,$d2017. 215 $a1 online resource (353 pages) $cillustrations, photographs 225 0 $aApproaches to digital game studies ;$vVolume 5 311 $a1-5013-4719-5 311 $a1-5013-1624-9 320 $aIncludes bibliographical references and index. 327 $aFrom 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. 330 8 $aAlternate Reality Games (ARGs) challenge what players understand as "real." Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today 410 0$aApproaches to digital game studies ;$vVolume 5. 606 $aGame-based learning 606 $aShared virtual environments 606 $aVideo games$xDesign 606 $2Media studies 615 0$aGame-based learning. 615 0$aShared virtual environments. 615 0$aVideo games$xDesign. 676 $a794.8/1536 702 $aGarcia$b Antero 702 $aNiemeyer$b Greg 801 0$bUtOrBLW 801 1$bUtOrBLW 801 2$bUkLoBP 906 $aBOOK 912 $a9910792900103321 996 $aAlternate reality games and the cusp of digital gameplay$93718981 997 $aUNINA