Digital Legend and Belief

Digital Legend and Belief

Author: Andrew Peck

Publisher: University of Wisconsin Pres

Published: 2023-07-18

Total Pages: 266

ISBN-13: 0299343405

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The internet brings new urgency to the study of folklore. The digital networks we use every day amplify the capacity of legends to spread swiftly, define threats, and inform action. Using the case of a particularly popular digital bogeyman known as the Slender Man, Andrew Peck brings the study of legends into the twenty-first century. Peck explains not only how legends circulate in the digital swirl of the internet but also how the internet affects how legends seep into our offline lives and into the mass media we consume. What happens, he asks, when legends go online? How does the internet enable the creation of new legends? How do these ideas go viral? How do tradition and technology interact to construct collaborative beliefs? Peck argues that the story of the Slender Man is really a story about the changing nature of belief in the age of the internet. Widely adopted digital technologies, from smartphones to social media, offer vast potential for extending traditional and expressive social behaviors in new ways. As such, understanding the online landscape of contemporary folklore is crucial for grasping the formation and circulation of belief in the digital age. Ultimately, Peck argues that advancing our comprehension of legends online can help us better understand how similar belief genres—like fake news, conspiracy theories, hoaxes, rumors, meme culture, and anti-expert movements—are enabled by digital media.


Alternate Reality Games

Alternate Reality Games

Author: Stephanie Janes

Publisher: Routledge

Published: 2019-08-06

Total Pages: 127

ISBN-13: 135117472X

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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.


Career Building Through Alternate Reality Gaming

Career Building Through Alternate Reality Gaming

Author: Meg Swaine

Publisher: The Rosen Publishing Group, Inc

Published: 2008-01-15

Total Pages: 68

ISBN-13: 9781404213579

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Provides an overview of alternate reality gaming, and describes the knowledge, skills, education, and experience needed to pursue a career in this field.


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.


Beyond Reality

Beyond Reality

Author: John Gosney

Publisher: Course Technology

Published: 2005

Total Pages: 348

ISBN-13:

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Provides information on designing alternate reality games


Through the Rabbit Hole

Through the Rabbit Hole

Author: Dave Szulborski

Publisher: Lulu.com

Published: 2005

Total Pages: 142

ISBN-13: 1411648285

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Through the Rabbit Hole: A Beginner's Guide to Playing Alternate Reality Games by Dave Szulborski is the perfect introduction for newcomers to the exciting genre of alternate reality gaming, or ARGs for short. Written in the style of the rulebook that should come along with every ARG, Through the Rabbit Hole lays out the common parts, pieces, playing fields, and rules for playing alternate reality games in a simple and concise manner.


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.


Social Media Marketing

Social Media Marketing

Author: Tracy L. Tuten

Publisher: SAGE

Published: 2014-12-09

Total Pages: 353

ISBN-13: 1473916518

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**Winner of the TAA 2017 Textbook Excellence Award** “Social Media Marketing deserves special kudos for its courage in tackling the new frontier of social media marketing. This textbook challenges its readers to grapple with the daunting task of understanding rapidly evolving social media and its users."—TAA Judges Panel Social Media Marketing was the first textbook to cover this vital subject. It shows how social media fits into and complements the marketer’s toolbox. The book melds essential theory with practical application as it covers core skills such as strategic planning for social media applications, incorporating these platforms into the brand’s marketing communications executions, and harnessing social media data to yield customer insights. The authors outline the "Four Zones" of social media that marketers can use to achieve their strategic objectives. These include: 1. Community (e.g. Instagram) 2. Publishing (e.g. Tumblr) 3. Entertainment (e.g. Candy Crush Saga) 4. Commerce (e.g. Groupon) This Second Edition contains new examples, industry developments and academic research to help students remain current in their marketing studies, as well as a new and improved user-friendly layout to make the text easy to navigate. The textbook also provides a free companion website that offers valuable additional resources for both instructors and students. Visit: study.sagepub.com/smm. Readers of the book are also invited to join the authors and others online by using the hashtag: #smm