Alternate Reality Games and the Cusp of Digital Gameplay

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501316249
Total Pages : 353 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Alternate Reality Games and the Cusp of Digital Gameplay by : Antero Garcia

Download or read book Alternate Reality Games and the Cusp of Digital Gameplay written by Antero Garcia and published by Bloomsbury Publishing USA. This book was released on 2017-04-20 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Publisher : Bloomsbury Academic
ISBN 13 : 9781501316272
Total Pages : pages
Book Rating : 4.3/5 (162 download)

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Book Synopsis Alternate Reality Games and the Cusp of Digital Gameplay by : Antero Garcia

Download or read book Alternate Reality Games and the Cusp of Digital Gameplay written by Antero Garcia and published by Bloomsbury Academic. This book was released on 2017 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Alternate Reality Games

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Publisher : Routledge
ISBN 13 : 135117472X
Total Pages : 127 pages
Book Rating : 4.3/5 (511 download)

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Book Synopsis Alternate Reality Games by : Stephanie Janes

Download or read book Alternate Reality Games written by Stephanie Janes and published by Routledge. This book was released on 2019-08-06 with total page 127 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Experimental Games

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Publisher : University of Chicago Press
ISBN 13 : 022663003X
Total Pages : 403 pages
Book Rating : 4.2/5 (266 download)

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Book Synopsis Experimental Games by : Patrick Jagoda

Download or read book Experimental Games written by Patrick Jagoda and published by University of Chicago Press. This book was released on 2020-12-07 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Interactive Storytelling

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Publisher : Springer
ISBN 13 : 3030040283
Total Pages : 673 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis Interactive Storytelling by : Rebecca Rouse

Download or read book Interactive Storytelling written by Rebecca Rouse and published by Springer. This book was released on 2018-11-26 with total page 673 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

This is Not a Game

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Publisher : Incunabula
ISBN 13 : 1411625951
Total Pages : 282 pages
Book Rating : 4.4/5 (116 download)

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Book Synopsis This is Not a Game by : Dave Szulborski

Download or read book This is Not a Game written by Dave Szulborski and published by Incunabula. This book was released on 2005 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. A world that reacts to your every move, with characters and companies that talk to you, send you messages, and even give you items to help you in your quest. A world so immersive that you can no longer tell where the reality ends and the fiction begins. Welcome to the world of Alternate Reality Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by Dave Szulborski is the perfect introduction to the unique and exciting world of Alternate Reality Games. Written by the creator of five successful and critically acclaimed ARGs, This Is Not A Game features detailed sections on the theory and history of Alternate Reality Gaming, as well as a "How To Guide" for aspiring game creators. The book also includes Dave's personal reflections on creating some of the most popular ARGs ever developed, and essays on gaming and cooperative writing by award winning authors Ben Mack and Joseph Matheny.

The Star Factory

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Publisher : Arcade Publishing
ISBN 13 : 9781559704656
Total Pages : 316 pages
Book Rating : 4.7/5 (46 download)

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Book Synopsis The Star Factory by : Ciaran Carson

Download or read book The Star Factory written by Ciaran Carson and published by Arcade Publishing. This book was released on 1998 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: One of Ireland's most celebrated writers, musicians, and poets, Ciaran Carson was born in Belfast and has spent his life there. In The Star Factory, he makes himself the cartographer of his home city's spaces, symbolic and literal, the scribe of its byways and avenues, from Abbey Road to Zetland Street. Belfast has seen transformation: once the fifth-greatest industrial city in the world, the home of the S. S. Titanic, it has more recently been a battleground of sectarian slaughter. To conjure up the lives lived there, Carson plunges down the "wormhole of memory" - admiring along the way the strata and roots beneath the surface. Though it has experienced more than its share of urban decay - the Star Factory of the title is an abandoned mill - Carson's Belfast teems with stories, stories that can spring from a telephone directory, a cigarette case, a postcard, a book about tramways, a stamp.

Stealth Assessment

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Publisher : MIT Press
ISBN 13 : 0262518813
Total Pages : 102 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Stealth Assessment by : Valerie Jean Shute

Download or read book Stealth Assessment written by Valerie Jean Shute and published by MIT Press. This book was released on 2013 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.

Dungeons, Dragons, and Digital Denizens

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1441141081
Total Pages : 387 pages
Book Rating : 4.4/5 (411 download)

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Book Synopsis Dungeons, Dragons, and Digital Denizens by : Gerald A. Voorhees

Download or read book Dungeons, Dragons, and Digital Denizens written by Gerald A. Voorhees and published by Bloomsbury Publishing USA. This book was released on 2012-02-16 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.

Game Research Methods: An Overview

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Publisher : Lulu.com
ISBN 13 : 1312884738
Total Pages : 374 pages
Book Rating : 4.3/5 (128 download)

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Book Synopsis Game Research Methods: An Overview by : Patri Lankoski

Download or read book Game Research Methods: An Overview written by Patri Lankoski and published by Lulu.com. This book was released on 2015 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games."--Provided by publisher.

Theory of Fun for Game Design

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Publisher : "O'Reilly Media, Inc."
ISBN 13 : 1932111972
Total Pages : 259 pages
Book Rating : 4.9/5 (321 download)

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Book Synopsis Theory of Fun for Game Design by : Raph Koster

Download or read book Theory of Fun for Game Design written by Raph Koster and published by "O'Reilly Media, Inc.". This book was released on 2005 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.

Ancient Greece and Rome in Videogames

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Publisher : Bloomsbury Publishing
ISBN 13 : 135015721X
Total Pages : 241 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Ancient Greece and Rome in Videogames by : Ross Clare

Download or read book Ancient Greece and Rome in Videogames written by Ross Clare and published by Bloomsbury Publishing. This book was released on 2021-06-03 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.

Games and Rules

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Publisher : transcript Verlag
ISBN 13 : 3839443040
Total Pages : 323 pages
Book Rating : 4.8/5 (394 download)

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Book Synopsis Games and Rules by : Beat Suter

Download or read book Games and Rules written by Beat Suter and published by transcript Verlag. This book was released on 2019-03-31 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.

Besides the Screen

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Publisher : Springer
ISBN 13 : 1137471026
Total Pages : 300 pages
Book Rating : 4.1/5 (374 download)

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Book Synopsis Besides the Screen by : V. Crisp

Download or read book Besides the Screen written by V. Crisp and published by Springer. This book was released on 2015-01-16 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: New media technologies impact cinema well beyond the screen. This volume speculates about the changes in modes of accessing, distributing, storing and promoting moving images and how they might affect cinematographic experience, economy and historiography.

Critical Gaming: Interactive History and Virtual Heritage

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Publisher : Routledge
ISBN 13 : 1317157397
Total Pages : 232 pages
Book Rating : 4.3/5 (171 download)

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Book Synopsis Critical Gaming: Interactive History and Virtual Heritage by : Erik Champion

Download or read book Critical Gaming: Interactive History and Virtual Heritage written by Erik Champion and published by Routledge. This book was released on 2016-03-09 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Games and Learning Alliance

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Publisher : Springer Nature
ISBN 13 : 3030343502
Total Pages : 613 pages
Book Rating : 4.0/5 (33 download)

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Book Synopsis Games and Learning Alliance by : Antonios Liapis

Download or read book Games and Learning Alliance written by Antonios Liapis and published by Springer Nature. This book was released on 2019-11-20 with total page 613 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.

The Great Stagnation

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Publisher : Penguin
ISBN 13 : 1101502258
Total Pages : 98 pages
Book Rating : 4.1/5 (15 download)

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Book Synopsis The Great Stagnation by : Tyler Cowen

Download or read book The Great Stagnation written by Tyler Cowen and published by Penguin. This book was released on 2011-01-25 with total page 98 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tyler Cowen’s controversial New York Times bestseller—the book heard round the world that ignited a firestorm of debate and redefined the nature of America’s economic malaise. America has been through the biggest financial crisis since the great Depression, unemployment numbers are frightening, media wages have been flat since the 1970s, and it is common to expect that things will get worse before they get better. Certainly, the multidecade stagnation is not yet over. How will we get out of this mess? One political party tries to increase government spending even when we have no good plan for paying for ballooning programs like Medicare and Social Security. The other party seems to think tax cuts will raise revenue and has a record of creating bigger fiscal disasters that the first. Where does this madness come from? As Cowen argues, our economy has enjoyed low-hanging fruit since the seventeenth century: free land, immigrant labor, and powerful new technologies. But during the last forty years, the low-hanging fruit started disappearing, and we started pretending it was still there. We have failed to recognize that we are at a technological plateau. The fruit trees are barer than we want to believe. That's it. That is what has gone wrong and that is why our politics is crazy. In The Great Stagnation, Cowen reveals the underlying causes of our past prosperity and how we will generate it again. This is a passionate call for a new respect of scientific innovations that benefit not only the powerful elites, but humanity as a whole.