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ePub This Is Not A Game: A Guide to Alternate Reality Gaming download

by Dave Szulborski

ePub This Is Not A Game: A Guide to Alternate Reality Gaming download
Author:
Dave Szulborski
ISBN13:
978-1411625952
ISBN:
1411625951
Language:
Publisher:
Lulu.com; First edition. edition (June 30, 2005)
Category:
Subcategory:
Games & Strategy Guides
ePub file:
1354 kb
Fb2 file:
1551 kb
Other formats:
lrf lit doc azw
Rating:
4.7
Votes:
214

Alternate Reality Games were the last vestibule of sponsor-free space on the web. This Is Not A Game by Dave Szulborski is being heralded as the first book documenting the work of the great, original online gamers.

Alternate Reality Games were the last vestibule of sponsor-free space on the web. What this book lightly touches on is that when Microsoft commissioned Spoungey to create "I Like Bees" as a teaser campaign for Halo 2, the art-for-art-sake space has just become a whore, working for money like the vast majority of other projects that engage minds. ARGs constructed a new space. They built something from nothing.

This Is Not a Game book. Dave Szulborski has written a fine introduction to this embryonic genre; his tripartite offering is a conceptual manifesto, brief history, and instruction manual wrapped into one book. The idea that ARGs are "not games," which Szulborski refers to as the "TINAG philosophy," denotes the special balance between fantasy and reality that makes ARGs unique.

Dave Szulborski (June 23, 1957 – April 23, 2009) was the first professional independent alternate reality game developer, and an authority on ARGs. His books on the subject are used today in curricula on alternate reality games and transmedia storytelling. His independent games included ChangeAgents, Chasing the Wish, and Urban Hunt. He holds the Guinness World Record for Most Prolific ARG developer.

A world so immersive that you can no longer tell where reality ends and fiction begins. Welcome to the world of Alternate Reality Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by Dave Szulborski is the perfect introduction to this exciting new world. Format Hardback 395 pages.

eBook (PDF), 395 Pages. A world so immersive that you can no longer tell where reality ends and fiction begins. Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. Welcome to the world of Alternate Reality Gaming

Alternate Reality Games were the last vestibule of sponsor-free space on the web.

More delivery & pickup options. Sold & shipped bythebookpros.

Alternate Reality Games. 23, 2009) was the first professional independent alternate reality game developer, and an authority on ARGs.

Some people, like Dave Szulborski, the author of "This is Not a Game: A Guide to Alternate Reality Gaming," have independently created ARGs for the sheer fun of it. Acting as Puppetmasters, they've successfully drawn players from around the world into their intriguing, interactive. Acting as Puppetmasters, they've successfully drawn players from around the world into their intriguing, interactive plots. Others have seized on the educational potential of ARGs to create a subgenre known as "serious ARGs. One of the best examples of this is "World Without Oil" (WWO). WWO started April 30, 2007, with a news brief proclaiming the beginning of an oil crisis

TITLE: From Literature to Alternate Reality Games: Prerequisites, Criteria, and Limitations of a Young Adult Novel’s Transformational Design for Educational Purposes. AUTHORS: Moula Evangelia, Malafantis Konstantinos.

TITLE: From Literature to Alternate Reality Games: Prerequisites, Criteria, and Limitations of a Young Adult Novel’s Transformational Design for Educational Purposes. KEYWORDS: Literary Education, ARG, Transformational Design, Affinity Spaces, Multiliteracies. JOURNAL NAME: Advances in Literary Study, Vo. N., October 24, 2019. ABSTRACT: This study presents the process of the transformational design of a young adult novel into an alternate reality game (ARG) for educational purposes, creating this way, an affinity space for students.

Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. A world that reacts to your every move, with characters and companies that talk to you, send you messages, and even give you items to help you in your quest. A world so immersive that you can no longer tell where the reality ends and the fiction begins. Welcome to the world of Alternate Reality Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by Dave Szulborski is the perfect introduction to the unique and exciting world of Alternate Reality Games. Written by the creator of five successful and critically acclaimed ARGs, This Is Not A Game features detailed sections on the theory and history of Alternate Reality Gaming, as well as a "How To Guide" for aspiring game creators. The book also includes Dave's personal reflections on creating some of the most popular ARGs ever developed, and essays on gaming and cooperative writing by award winning authors Ben Mack and Joseph Matheny.
  • This is an insider's look at the early days of alternate reality gaming, as the author apparently was a major creative force behind many of the ARGs of the early to mid 2000s. He does a good job of chronicling the notable highs and lows of the first waves of the genre, as someone who saw most of it unfold. Because it's now a decade old, and the ARG 'phenomenon' still seems like it's finding it's way, the book does feel dated, and the sample ARG he created as a companion to the book (in Appendix G) is no longer functioning (likely because the author died in 2008). Szulborski's writing is generally good but just a bit informal or amateurish in places for me, in part because of his obvious love for the genre and belief in its potential - this is not a dispassionate view of ARGs as a medium. However, I still found it a solid and useful introduction to the genre.

  • This is Not a Game is an interesting take on the ARG/Transmedia genre's early years (1999-2005ish) from the perspective of a player turned independent ARG designer. While not exactly encyclopedic and covering every game from that time period, it does a good job of looking at the early foundations and some of the big names as well as their aftermath and a case study of a couple indie-games that came afterwards. Its a great into to people new to the genre, that may have missed The Beast, Majestic, and any others from that time period.

  • Great book, great author, gone too soon.

  • I enjoyed reading this book, even though I did not learn much from reading it, since I was already familiar with AR technology. This is a good introduction to AR and its possibilities. If you are not much into post-modernism or post-post-modernism and think reality is static and unchanging, beware...this book will challenge your assumptions!

  • Lots to learn here from Dave Szulborski(RIP), who has recently been named "World's Most Prolific ARG Developer" by Guinness World Records 2012 Gamer's Edition.

  • You did well with this one my brother. Thanks for letting me participate in it's inception and dissemination. I miss you, a lot but in some weird way, I know I'll see you again, somewhere, somehow. That last sentence had more commas than a Shatner monologue. ;-) You never got tired of that joke, did you? Peace.

  • I found this in Howard's notes on TINAG

    North Bennington, VT

    The Jews at Masada staved off the Romans for nine months. The Puppet Masters of immersive gaming staved off corporateland for over 12 years. A new book is being published that pulls back the curtain of the circus otherwise known as Alternate Reality Games (ARGs). Alternate Reality Games were the last vestibule of sponsor-free space on the web.

    This Is Not A Game by Dave Szulborski is being heralded as the first book documenting the work of the great, original online gamers. That much is true. What this book lightly touches on is that when Microsoft commissioned Spoungey to create "I Like Bees" as a teaser campaign for Halo 2, the art-for-art-sake space has just become a whore, working for money like the vast majority of other projects that engage minds.

    ARGs constructed a new space. They built something from nothing.

    ARGs used micro-ads in mass media to attract players to a media-free zone where answers to puzzles became the currency of news and stories took bizarre twists. Populated by Internet mavens, this target audience was far too tempting for mass marketers. Now, instead of frolicking in the depth of geek perversion with fellow techno perverts, ARG participants are being played by The Man.

    I drink to my memory of yesteryear, when an ad was an ad and I knew when I was being played.