Unfiction

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Author :
Publisher : Gene Doucette
ISBN 13 :
Total Pages : 372 pages
Book Rating : 4./5 ( download)

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Book Synopsis Unfiction by : Gene Doucette

Download or read book Unfiction written by Gene Doucette and published by Gene Doucette. This book was released on with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Digital Legend and Belief

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Author :
Publisher : University of Wisconsin Pres
ISBN 13 : 0299343405
Total Pages : 266 pages
Book Rating : 4.08/5 ( download)

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Book Synopsis Digital Legend and Belief by : Andrew Peck

Download or read book Digital Legend and Belief written by Andrew Peck and published by University of Wisconsin Pres. This book was released on 2023-07-18 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Beyond Reality

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Author :
Publisher : Course Technology
ISBN 13 :
Total Pages : 348 pages
Book Rating : 4.83/5 ( download)

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Book Synopsis Beyond Reality by : John Gosney

Download or read book Beyond Reality written by John Gosney and published by Course Technology. This book was released on 2005 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides information on designing alternate reality games

Career Building Through Alternate Reality Gaming

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Author :
Publisher : The Rosen Publishing Group, Inc
ISBN 13 : 9781404213579
Total Pages : 68 pages
Book Rating : 4.70/5 ( download)

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Book Synopsis Career Building Through Alternate Reality Gaming by : Meg Swaine

Download or read book Career Building Through Alternate Reality Gaming written by Meg Swaine and published by The Rosen Publishing Group, Inc. This book was released on 2008-01-15 with total page 68 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Author :
Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501316257
Total Pages : 352 pages
Book Rating : 4.58/5 ( download)

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Book Synopsis Alternate Reality Games and the Cusp of Digital Gameplay by : Antero Garcia

Download or read book Alternate Reality Games and the Cusp of Digital Gameplay written by Antero Garcia and published by Bloomsbury Publishing USA. This book was released on 2017-04-20 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

ECGBL2014-8th European Conference on Games Based Learning

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Author :
Publisher : Academic Conferences and Publishing International
ISBN 13 : 1910309559
Total Pages : pages
Book Rating : 4.51/5 ( download)

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Book Synopsis ECGBL2014-8th European Conference on Games Based Learning by : Carsten Busch

Download or read book ECGBL2014-8th European Conference on Games Based Learning written by Carsten Busch and published by Academic Conferences and Publishing International. This book was released on 2014-11-11 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Social Media Marketing

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Author :
Publisher : SAGE
ISBN 13 : 1473916496
Total Pages : 370 pages
Book Rating : 4.94/5 ( download)

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Book Synopsis Social Media Marketing by : Tracy L. Tuten

Download or read book Social Media Marketing written by Tracy L. Tuten and published by SAGE. This book was released on 2014-12-09 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: **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

This Might be a Game

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Publisher :
ISBN 13 :
Total Pages : 1160 pages
Book Rating : 4.38/5 ( download)

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Book Synopsis This Might be a Game by : Jane Evelyn McGonigal

Download or read book This Might be a Game written by Jane Evelyn McGonigal and published by . This book was released on 2006 with total page 1160 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Ecology of Games

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Author :
Publisher : MIT Press
ISBN 13 : 026269364X
Total Pages : 289 pages
Book Rating : 4.46/5 ( download)

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Book Synopsis The Ecology of Games by : Katie Salen Tekinbas

Download or read book The Ecology of Games written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2007-11-30 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of games as systems in which young people participate as gamers, producers, and learners. In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization. Contributors Ian Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins

The Ashgate Research Companion to Paranormal Cultures

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Author :
Publisher : Routledge
ISBN 13 : 1317042182
Total Pages : 554 pages
Book Rating : 4.81/5 ( download)

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Book Synopsis The Ashgate Research Companion to Paranormal Cultures by : Olu Jenzen

Download or read book The Ashgate Research Companion to Paranormal Cultures written by Olu Jenzen and published by Routledge. This book was released on 2016-03-23 with total page 554 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the much vaunted ’end of religion’ and the growth of secularism, people are engaging like never before in their own ’spiritualities of life’. Across the West, paranormal belief is on the rise. The Ashgate Research Companion to Paranormal Cultures brings together the work of international scholars across the social sciences and humanities to question how and why people are seeking meaning in the realm of the paranormal, a heretofore subjugated knowledge. With contributions from the UK and other European countries, the USA, Australia and Canada, this ground-breaking book attends to the paranormal as a position from which to critique dominant forms of knowledge production and spirituality. A rich exploration of everyday life practices, textual engagements and discourses relating to the paranormal, as well as the mediation, technology and art of paranormal activity, this book explores themes such as subcultures and mainstreaming, as well as epistemological, methodological, and phenomenological questions, and the role of the paranormal in social change. The Ashgate Research Companion to Paranormal Cultures constitutes an essential resource for those interested in the academic study of cultural engagements with paranormality; it will appeal to scholars of cultural and media studies, popular culture, sociology, cultural geography, literature, film and music.