Reality Ends Here

Reality Ends Here

Author: Alison Gaylin

Publisher: Simon and Schuster

Published: 2013-06-10

Total Pages: 206

ISBN-13: 1476727597

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From the Edgar-nominated author of Into the Dark comes the riveting and witty story of a teenage girl caught between her image-obsessed family—stars of a hit reality show about her sextuplet siblings—and the long-buried truth about her biological father. With a major crush on an adorable pop star, annoying younger siblings, and a mom and stepdad who are too strict, Estella Blanchard is a typical teenage girl—except that her daily struggles are plotlines on the reality show Seven Is Heaven, which relentlessly documents her life as the older half-sister of sextuplets. Estella’s an Oscar-worthy actress at hiding her true feelings from the camera. However, she can’t outrun the spotlight when she receives a Christmas present from her biological father...who died ten years ago under mysterious circumstances. Blamed for this “sick prank,” Estella is placed in an unorthodox support group for troubled child stars—including a twenty-three-year-old has-been, a backstabbing drama queen, and a super-cute (but very off-limits) boy bander. And, as weird as the group is, when a creepy paparazzo starts stalking her, claiming that her dad is actually alive, Estella's going to need their help to uncover the truth and stay alive.


Expressions of Ethnography

Expressions of Ethnography

Author: Robin Patric Clair

Publisher: State University of New York Press

Published: 2012-02-01

Total Pages: 318

ISBN-13: 079148632X

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Expressions of Ethnography embraces the idea that alternative genres may be used to express culture. Using examples of a wide variety of cultural phenomena, contemporary ways to practice ethnography, and novel forms of expressing the cultural experience, the book offers an eclectic mix of short stories, novels, and poetry, as well as traditional scholarly reports of poignant, provocative, and powerful cultural phenomena. Included are accounts of recovery following the terrorist attacks of 9/11, life as a prison guard, surviving child abuse and coping via an eating disorder, dealing with disabilities, living the gay life, birthing babies, as well as searching for birth mothers. Special attention is given to dialogue, from dialogue with families and friends to American ethnographers interviewing Thai managers.


Alternate Reality Games and the Cusp of Digital Gameplay

Alternate Reality Games and the Cusp of Digital Gameplay

Author: Antero Garcia

Publisher: Bloomsbury Publishing USA

Published: 2017-04-20

Total Pages: 353

ISBN-13: 1501316265

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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.


Locally Played

Locally Played

Author: Benjamin Stokes

Publisher: MIT Press

Published: 2020-04-07

Total Pages: 287

ISBN-13: 0262356937

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How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.


At Reality's End

At Reality's End

Author: Jesse Wilson

Publisher: Next Chapter

Published: 2024-11-01

Total Pages: 431

ISBN-13:

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At the last minute at the last battle, a new plan is launched by the true enemies of the Squad. The High Council of the Syndicate - the original Delta Squad - unleash the Outsiders into the Omniverse. They quickly prove impossible to control, and begin their war against all of reality. This time, the Delta Squad is outmatched, and they will have to join forces with enemies and friends alike in order to make their last stand.


Reading Contemporary Performance

Reading Contemporary Performance

Author: Gabrielle Cody

Publisher: Routledge

Published: 2015-09-25

Total Pages: 508

ISBN-13: 1136246568

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As the nature of contemporary performance continues to expand into new forms, genres and media, it requires an increasingly diverse vocabulary. Reading Contemporary Performance provides students, critics and creators with a rich understanding of the key terms and ideas that are central to any discussion of this evolving theatricality. Specially commissioned entries from a wealth of contributors map out the many and varied ways of discussing performance in all of its forms – from theatrical and site-specific performances to live and New Media art. The book is divided into two sections: Concepts - Key terms and ideas arranged according to the five characteristic elements of performance art: time; space; action; performer; audience. Methodologies and Turning Points - The seminal theories and ways of reading performance, such as postmodernism, epic theatre, feminisms, happenings and animal studies. Case Studies – entries in both sections are accompanied by short studies of specific performances and events, demonstrating creative examples of the ideas and issues in question. Three different introductory essays provide multiple entry points into the discussion of contemporary performance, and cross-references for each entry also allow the plotting of one’s own pathway. Reading Contemporary Performance is an invaluable guide, providing not just a solid set of familiarities, but an exploration and contextualisation of this broad and vital field.


Alternate Reality Games For Behavioral and Social Science Research

Alternate Reality Games For Behavioral and Social Science Research

Author: Ruthanna Gordon

Publisher: Lulu.com

Published: 2015-02-20

Total Pages: 132

ISBN-13: 131278105X

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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.


Don't Be Such a Scientist, Second Edition

Don't Be Such a Scientist, Second Edition

Author: Randy Olson

Publisher: Island Press

Published: 2018-04-10

Total Pages: 250

ISBN-13: 1610919173

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In Don't Be Such a Scientist, Randy Olson shares lessons of his transformation from tenured professor to Hollywood filmmaker, challenging the science world to toss out its stodgy past in favor of something more dymanic --and ultimately more human. In this second edition, Olson buils upon the radical approach of Don't Be Such a Scientist throught timely updates and new stories. In his signature candid style, Olson weighs in on recent events in the science community, celebrating the rise in grassroots activism while critiquing the scientific establishment. In an age of renewed attack on science, Don't Be Such a Scientist, Second Edition is a provocative guide to making your voice heard.--


Warez

Warez

Author: Martin Paul Eve

Publisher: punctum books

Published: 2021-12-15

Total Pages: 445

ISBN-13: 1685710360

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When most people think of piracy, they think of Bittorrent and The Pirate Bay. These public manifestations of piracy, though, conceal an elite worldwide, underground, organized network of pirate groups who specialize in obtaining media – music, videos, games, and software – before their official sale date and then racing against one another to release the material for free. Warez: The Infrastructure and Aesthetics of Piracy is the first scholarly research book about this underground subculture, which began life in the pre-internet era Bulletin Board Systems and moved to internet File Transfer Protocol servers (“topsites") in the mid- to late-1990s. The “Scene," as it is known, is highly illegal in almost every aspect of its operations. The term “Warez" itself refers to pirated media, a derivative of “software." Taking a deep dive in the documentary evidence produced by the Scene itself, Warez describes the operations and infrastructures an underground culture with its own norms and rules of participation, its own forms of sociality, and its own artistic forms. Even though forms of digital piracy are often framed within ideological terms of equal access to knowledge and culture, Eve uncovers in the Warez Scene a culture of competitive ranking and one-upmanship that is at odds with the often communalist interpretations of piracy. Broad in scope and novel in its approach, Warez is indispensible reading for anyone interested in recent developments in digital culture, access to knowledge and culture, and the infrastructures that support our digital age.