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ALTERNATE REALITY GAMES AND THE CUSP OF DIGITAL GAMEPLAY

Antero Garcia, Greg Niemeyer, Patrick Jagoda, Melissa Gilliam, Peter McDonald, Ashlyn Sparrow, Alan Hook, Anthony Pellicone, Kathryn Kaczmarek, Kari Kraus, June Ahn, Derek Hansen, Stephanie Janes, Burcu Bakioglu, Angela Colvert, Calvin Johns, Jeff Watson, Diane Dufort, Frederico Tajariol, Elina Roinioti, Pandia Eleana, Skarpelos Yannis, Thaiane Olivera



 

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.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover


9781501316241

2017

352

English

Paperback

9781501347191

2018

352

 

TAGS


Publishers: #Bloomsbury (Bloomsbury)

Languages: #English

Accessibility: N/A

Genres: #ARG (Alternate Reality Game) #GameStudies


Companies:

N/A


Public Figures:

N/A


Games:

N/A


Misc:

#ApproachesToDigitalGameStudies (Approaches to Digital Game Studies)

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