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Can I read Alternate Reality Games and the Cusp of Digital Gameplay on EtoBox?

Alternate Reality Games and the Cusp of Digital Gameplay by Antero Garcia; Greg Niemeyer is a nonfiction available to read on EtoBox.

What is Alternate Reality Games and the Cusp of Digital Gameplay about?

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.

Who reads Alternate Reality Games and the Cusp of Digital Gameplay?

It is typically read by self-directed learners exploring a subject in depth.

Common subject areas: history, science, philosophy, social sciences.

Author
Antero Garcia; Greg Niemeyer
Publisher
Bloomsbury Academic; Bloomsbury
Published
2017
Language
EN
ISBN
9781501347191
Category
nonfiction
Subjects
Science, Games, Sports

Other editions & translations

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