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Step into new worlds and read news dispatches from the Alternate Reality News Service, which regularly gets the scoop on The Associated Press, Reuters and the rest of the competition. In a series of articles written by the wire service's handpicked reporters, you'll read satirical reports that give glimpses into the relationship between humanity, technology and Robert Novak's eyebrows. Who would have ever thought that an intelligent undershirt could be the key witness in a murder trial? Or that a man could possibly be sued by his lover for not lying about himself online? Or that a computer chip could be implanted into the brains of criminals so that every time they thought about committing a heinous deed, they sang a show tune? If this is all news to you, then you must not be a subscriber. By changing that, you can read about all the above and more, including: How journalists can be retrieved from an alternate reality How you, too, can become an Alternate Reality News Service reporter The origin of the company And much more! Just open the cover and start reading. It's time to accept that Alternate Reality Ain't What It Used to Be.
Have you ever wondered whether or not our destiny is predetermined, or how much of a choice do we really have when it comes to free will in shaping our own lives, especially while society and government continues to limit our circumstances? This book attempts to answer these questions and more. In a world set thousands of years and several millennia in the future, we might find that many problems and issues we face today will persist unless we change the way we look at our world. In the year 3333 A.D. on Planet Zeon, where the sky is no longer the limit, a nonconformist philosopher goes up against all odds to revive the importance of artists in a society filled with laser bolts and launch pads, where original ideas are becoming a rare commodity in the face of fast paced technological mass production. Will commercial materialism dominate ethical values, or can people regain their spiritual independence? If a picture is worth a thousand words then this book might be worth millions. It is a must read for anyone who has ever struggled to be recognized for their artistic integrity in order to survive amidst such a competitive corporate world, dominated by greed. Its for anyone who has ever worked hard for their dreams to come true.
Anthropologist and spiritual explorer Felicitas Goodman offers a "unified field theory" of religion as human behavior. She examines ritual, the religious trance, alternate reality, ethics and moral code, and the named category designating religion. Copyright © Libri GmbH. All rights reserved.
From alternate to alternative reality : games as cultural probes / Patrick Jagoda, Melissa Gilliam, Peter McDonald, and Ashlyn Sparrow -- The game did not take place : this is not a game and blurring the lines of fiction / Alan Hook -- Alternate reality games for learning : a frame by frame analysis / Anthony Pellicone, Elizabeth Bonsignore, Kathryn Kaczmarek, Kari Kraus, June Ahn, & Derek Hansen -- Promotional alternate reality games and the TINAG philosophy / Stephanie Janes -- The coachella disaster : how the puppet masters of art of the h3ist pulled a victory from the jaws of defeat / Burcu S. Bakiolu -- Designing and playing peer-produced ARGs in the primary classroom : supporting literacies through play / Angela Colvert -- Games beyond the arg / Jeff Watson -- Methods : studying alternate reality games as virtual worlds / Calvin Johns -- A typology to describe alternate reality games for cultural contexts / Diane Dufort and Federico Tajariol -- Sociability by design in an alternate reality game : the case of the Trail / Roinioti Elina, Pandia Eleana, Skarpelos Yannis -- Ingress : a restructuring of the ARG or a new genre? : an ethnography of enlightened and resistance factions in Brazil / Thaiane Moreira de Oliveira
This volume contributes to understanding childhoods in the twentieth and twenty-firstcentury by offering an in-depth overview of children and their engagement with the violent world around them. The chapters deal with different historical, spatial, and cultural contexts, yet converge on the question of how children relate to physiological and psychological violence. The twentieth century has been hailed as the "century of the child" but it has also witnessed an unprecedented escalation of cultural trauma experienced by children during the two World Wars, Holocaust, Partition of the Indian subcontinent, and Vietnam War. The essays in this volume focus on victimized childhood during instances of war, ethnic violence, migration under compulsion, rape, and provide insights into how a child negotiates with abstract notions of nation, ethnicity, belonging, identity, and religion. They use an array of literary and cinematic representations—fiction, paintings, films, and popular culture—to explore the long-term effect of violence and neglect on children. As such, they lend voice to children whose experiences of abuse have been multifaceted, ranging from genocide, conflict and xenophobia to sexual abuse, and also consider ways of healing. With contributions from across the world, this comprehensive book will be useful to scholars and researchers of cultural studies, literature, education, education policy, gender studies, child psychology, sociology, political studies, childhood studies, and those studying trauma, conflict, and resilience.
Alternate Reality Games (ARGs) are computer- and Internet-based "games" (sometimes they're not games at all in a traditional competitive sense) that create virtual environments and self-contained, fully elaborated worlds. The games usually feature an interactive, real-time narrative that involves multiple participants directly with characters, and the action unfolds as a result of participants’ responses to challenges and puzzles. Participants often form a community of sorts to play the game, coming to strategic decisions and coordinating their responses and actions in the virtual world through media of the actual world, such as telephone, email, snail mail, and the Internet. This book introduces readers to the dazzlingly elaborate, intricate, and wildly imaginative world of ARGs and shows how a career can be forged out of a form of “play” that is both serious and entertaining, ingenious and imaginative, fun and profitable.
Of interest to developers of virtual reality applications and others interested in potential uses for virtual reality, this book presents a selection of useful VR applications and gives readers guidance on how VR might be applied.
With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.