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Alternate Reality Games and the Cusp of Digital Gameplay, Antero Garcia, Greg Niemeyer


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Автор: Antero Garcia, Greg Niemeyer
Название:  Alternate Reality Games and the Cusp of Digital Gameplay
ISBN: 9781501316241
Издательство: Bloomsbury Academic
Классификация:



ISBN-10: 1501316249
Обложка/Формат: Hardback
Страницы: 352
Вес: 0.60 кг.
Дата издания: 20.04.2017
Серия: Approaches to digital game studies
Язык: English
Иллюстрации: 25 bw illus
Размер: 148 x 227 x 28
Читательская аудитория: Tertiary education (us: college)
Ключевые слова: Popular culture,Media studies,Game theory, GAMES / Video & Electronic,SOCIAL SCIENCE / Media Studies,SOCIAL SCIENCE / Popular Culture
Основная тема: Media studies,GAMES / Video & Electronic,SOCIAL SCIENCE / Media Studies,SOCIAL SCIENCE / Popular Culture,Game theory,Popular culture
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Поставляется из: Англии
Описание: 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.
Дополнительное описание: Introduction (Antero Garcia, Colorado State Univeristy, USA & Greg Niemeyer, University of California, Berkeley) Part I: Guiding Principles of Alternate Reality Games Chapter 1 - From Alternate to Alternative Reality: Games as Cultural Probes (Patrick J



Gameplay Mode

Автор: Crogan Patrick
Название: Gameplay Mode
ISBN: 0816653356 ISBN-13(EAN): 9780816653355
Издательство: Marston Book Services
Цена: 6437.00 р.
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Описание: "From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008`s Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force`s attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military`s development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today`s computer games--and the wider culture they increasingly influence--are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future"--


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