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42 Entertainment
Designing an Educational Alternate Reality Game
Theorising the Practice of Expressing a Fictional World Across Distinct Media and Environments
Case Study: the World of Year Zero by Tara Smith, Daniel Cooke and Winnie Vu
Entertainment Architecture
Wpeye.Net: an Alternate Reality Game for WPI Admissions
2006 Alternate Reality Games White Paper the IGDA Alternate Reality
CL223 Final Paper
Film Websites: a Transmedia Archaeology
Alternate Reality Games As a Platform for Practicing 21St Century Literacies
The Future of Advertising Isn't Writing Better Slogans
Theescapist 073.Pdf
Why I Love Bees: a Case Study in Collective Intelligence Gaming
Honor Bound: the Ac Sual Transmedia Game a Case Study of a New Game Design Framework Laura Schluckebier Trinity University,
[email protected]
SECTION I 4 Significant Prior Art to Learn from 00 29 30
Alternate Reality Gaming
Alternate Reality Games: Defining Gender Through an Updated Taxonomy
Social Fiction Branding with Alternate Reality Games.Pdf
Alternate Reality Games and Negotiated Consumer/Producer Relationships
Top View
Siobhan O'flynn, Phd David Seelow
The Meaning of Video Games
This Is Not (Just) an Advertisement: Understandingd