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Books

Alternate Reality Games and the Cusp of Digital Gameplay

Antero Garcia • 2017 • Bloomsbury Academic & Professional

Author
Antero Garcia
First published
2017
Publisher
Bloomsbury Academic & Professional
Genres
Art
Subjects
Games · Game-based learning · Shared virtual environments · Video games
ISBN
9781501347191
720,606books tracked
0copies listed for sale
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Provenance

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Published in 2017 by Bloomsbury Academic, this volume is part of a series focused on digital culture and media studies. Antero Garcia, an educator and researcher, wrote the text to critically examine the intersection of pervasive games, narrative immersion, and the evolving landscape of participatory media. The book serves as a scholarly inquiry into how alternate reality games (ARGs) transform the traditional boundaries between players, creators, and the digital spaces they inhabit.

The design of the work reflects the standard aesthetic of the Bloomsbury Academic imprint, prioritizing readability and dense, researched content over commercial flash. Garcia’s approach draws on his background in literacy and digital media to analyze the pedagogical potential and the societal implications of play. Upon its release, the book was received by academics and media theorists as a valuable contribution to the study of game design and contemporary communication, offering a framework for understanding how digital narratives function in a connected world.

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Alternate Reality Games and the Cusp of Digital Gameplay is a book in the Books catalog on collecto.rs. Antero Garcia • 2017 • Bloomsbury Academic & Professional. Catalog data is sourced from Open Library. No public books collectors track this one yet — adding yours would make you the first on collecto.rs.

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