This is Not a Game

This is Not a Game
Author: Dave Szulborski
Publsiher: Incunabula
Total Pages: 282
Release: 2005
Genre: Computers
ISBN: 9781411625952

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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.

Alternate Reality Games

Alternate Reality Games
Author: Charles Palmer,Andy Petroski
Publsiher: CRC Press
Total Pages: 118
Release: 2016-03-30
Genre: Business & Economics
ISBN: 9781498722391

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While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches. Alternate Reality Games: Gamification for Performance leads you through the fundamentals of ARGs. It includes a discussion of what is and is not an ARG, citing examples and identifying business challenges that can be addressed through ARGs. It presents case studies that illustrate the variety of forms that ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It also gives guidelines for creating your own ARGs, reviewing the process and technological tools and considerations relevant to their creation. Presenting a thorough examination of the beneficial roles ARGs can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gamification for Performance is an ideal reference for those approaching or considering ARGs for the first time as well as the training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to the workplace as well as methods for designing and using them.

Alternate Reality Games

Alternate Reality Games
Author: Stephanie Janes
Publsiher: Routledge
Total Pages: 127
Release: 2019-08-06
Genre: Computers
ISBN: 9781351174725

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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.

Alternate Reality Game Designer Jane McGonigal

Alternate Reality Game Designer Jane McGonigal
Author: Anastasia Suen
Publsiher: Lerner Publications
Total Pages: 36
Release: 2014-01-01
Genre: Juvenile Nonfiction
ISBN: 9781467724883

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Do you like the challenge and adventure of video games? As Jane McGonigal was growing up, she had fun playing early video games. As an adult, she saw games as an outlet for problem solving and teambuilding. McGonigal started creating alternate reality games (ARGs), which may be based online but take place mainly in the real world. She enjoys challenging others to engage in modern issues and to work together, as in her game World Without Oil and in The Lost Ring, which she created for the 2008 Summer Olympics. McGonigal was named one of the world's top innovators by MIT's Technology Review, and her 2010 TED Talk, "Gaming Can Make a Better World," is one of the most-watched of all time. But how did she get there? Find out how she developed her passion for games to become the public face of game design.

Alternate Reality Games and the Cusp of Digital Gameplay

Alternate Reality Games and the Cusp of Digital Gameplay
Author: Antero Garcia,Greg Niemeyer
Publsiher: Bloomsbury Publishing USA
Total Pages: 352
Release: 2017-04-20
Genre: Games & Activities
ISBN: 9781501316265

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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 For Behavioral and Social Science Research

Alternate Reality Games For Behavioral and Social Science Research
Author: Ruthanna Gordon
Publsiher: Lulu.com
Total Pages: 132
Release: 2015-02-20
Genre: Electronic Book
ISBN: 9781312781054

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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.

Interactive Storytelling

Interactive Storytelling
Author: Mei Si,David Thue,Elisabeth Andre,James Lester,Joshua Tanenbaum,Veronica Zammitto
Publsiher: Springer Science & Business Media
Total Pages: 384
Release: 2011-11-14
Genre: Computers
ISBN: 9783642252884

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This book constitutes the refereed proceedings of the 4th International Conference on Interactive Digital Storytelling, ICIDS 2011, held in Vancouver, Canada, in November/December 2011. The 17 full papers, 14 short papers and 16 poster papers were carefully reviewed and selected from 72 paper and poster submissions. In addition, the volume includes 6 workshops descriptions. The full and short papers have been organized into the following topical sections: interactive storytelling theory, new authoring modes, virtual characters and agents, story generation and drama managment, narratives in digital games, evaluation and user experience reports, tools for interactive storytelling.

Beyond Reality

Beyond Reality
Author: John Gosney
Publsiher: Course Technology
Total Pages: 348
Release: 2005
Genre: Computers
ISBN: STANFORD:36105114528883

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Provides information on designing alternate reality games