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[ecrea] CFP: Edited Volume on ARGs
Thu Jun 19 22:10:20 GMT 2014
Call for Chapters: Alternate Reality Games and the Cusp of Digital Gameplay
Series: Approaches to Digital Game Studies, Bloomsbury
Editors: Antero Garcia, Colorado State University & Greg Niemeyer,
University of California, Berkeley
Alternate Reality Games (ARGs) challenge what players understand as “real.”
Though prominent examples of ARGs have persisted over the past 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 the “real” and
the “virtual.”
We seek chapter proposals for a proposed collection that explores and
defines the possibilities of ARGs. With ARGs continuing to be an
important and blurred space between digital and physical gameplay, this
collection offers clear analysis of game design, implementation, and
ramifications for game studies. Divided into three distinct sections
(noted below), this collection emphasizes first hand accounts by leading
ARG creators, scholarly analysis of the meaning behind ARGs from noted
critics and researchers, and explication of emerging visualization and
data collection methodologies. We are particularly interested in
cultivating research from various disciplinary perspectives; by
balancing the voices of designers, players, and researchers, this work
highlights how the Alternate Reality Game genre is transforming the ways
we play and interact today.
We seek chapter proposals that fit within one of the following three
book sections:
Section One - Development and Execution
Chapters in this section of the book detail the design and
implementation of ARGs. Authors pay attention to specific fictions,
audiences, and goals within these ARGs and offer a clear step-by-step
behind the scenes look at how these game designers engineer new modes of
play and participation.
Section Two - Alternating Reality - how ARGs are changing games and society
These chapters focus on analysis and critique of ARGs. While some
chapters may focus on specific games, other chapters in this section
invoke larger trends in ARGs.
Section Three - Data Visualization and Collection
As the ARG genre is dependent on responding to the ways participants
interact with one another and with a story’s content, this section of
the book looks at how we interpret and construct data. In particular,
the genre of digital games is reinventing new data visualization
methodologies and this section should illuminate ways games display
information during play and as synopsis after a game concludes.
This edited volume has received initial interest from the Digital Game
Studies series editors and we are currently seeking additional chapters
to share with the editors and secure a book contract. The deadline for
proposals of 300-500 words is August 15, 2014. Please email your
abstract and a 100 word biography to (anterobot /at/ gmail.com) (please
indicate to which section of the book your proposal is directed). All
authors will be notified of acceptance by September 2nd and full chapter
manuscripts would be due in April, 2015. Please do not hesitate to
contact us with any questions at the above address.
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