0, social media, and gaming; new narrative forms, including how storytelling redistributes itself across multiple platforms, alternate reality games
, and augmented reality; and practical methods for building digital stories, including digital storytelling classes and planning, brainstorming, and development, finding new digital stories and storytellers, and educational uses.
They include alternate reality games
that hook students' imaginations and introduce social-emotional learning lessons to help students process feelings and thoughts.
Discussions of alternate reality game
formats, examples of various forms of such games, case studies covering their creation and programming challenges, and guidelines for creating such a game include discussions on how to create characters, plots, and action and makes the perfect starting point for game builders new to alternate reality models.
She is a world-renowned expert on the engagement economy and designer of alternate reality games
or games designed to improve real lives and solve real problems.
Covering topics such as virtual reality, alternate reality games
, video games, comedy, music, comic books, startups, government, and law, the podcast takes listeners on a journey inside the minds of builders and creators, offering not only a glimpse into the creative process or a view into their work but an opportunity to get to know these great minds casually for who they really are.
Colonial Williamsburg in Virginia helped pioneer the use of alternate reality games
Los Alternate Reality Games
aunan las caracteristicas de los videojuegos y del software social y, por tanto, de las potencialidades educativas de ambas herramientas (Lee, 2006).
The biography of Jane McGonigal portrays the life and work of a pioneer in Alternate Reality Games
(ARGs) and computer games.
Jane McGonigal is author of The New York Times best seller Reality Is Broken, and world-renowned designer of alternate reality games
, where real-life activity is re-framed as a game.
HiveMind," a group of cross-platform, cross-media online applications, is designed to turn a gamer's everyday life into part of the interactive experience by building upon Alternate Reality Games
(ARGs) and tapping into streams of personal information on phones, tablets, social networks and computers.
Much of McGonigal's book is about alternate reality games
that combine the fun of game play with real-life problems like getting housework done (play "Chore Wars"), the isolation of elderly in nursing homes (play "The Comfort of Strangers"), and political scandal (play "Investigate Your MP's Expenses").
McGonigal ably demonstrates that alternate reality games
are having a measurable effect on the people playing them.