|
|
ARG
ARGs, Culture Jamming, Viral Marketing, Collective Intelligence, Situational Learning, CrowdSourcing
- The Majestic Game, Interactive Media Environments, and a New Turing Test: Blurring the Boundaries Between Virtual and Real by Damian Ward Hey – hey03
- IGDA – 2006 Alternate Reality Games White Paper – igda-alternaterealitygames-whitepaper-2006
- The Immanence of Myth: Introduction / Beyond Representation by James Curcio – immanence-of-myth-early_discussion-version
- ‘This Is Not a Game’: Immersive Aesthetics and Collective Play by Jane McGonigal – immersive-aesthetics-and-collective-play
- Hoe maak ik een commerciële pervasive game? – pervasive_gaming
- Boundary Spaces: Majestic and the uncertain status of knowledge,
community and self in a digital age by T. L. Taylor and Beth E. Kolko – Information, Communication & Society 6:4 2003 – taylorkolko-majestic
- The Art of Memetics: The Magic of Applying Memetics, Marketing, Masterminding, & Cybernetic Theory by Edward Wilson and Wes Unruh -
- Think tanks for gamers by Mark Ward – BBC News
- Through the Rabbit Hole: A Beginner’s Guide to Playing Alternate Reality Games (PREVIEW CHAPTER) by Dave Szulborski – through-the-rabbit-hole_preview
- Never Rest – Instructional Alternate Reality Game for Intel Training - neverrestgame
- More…
Conversations with Joe Matheny
|
|