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Alternate reality gaming and convergence culture
2 references·12 citing·49 second hop
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(2001)Educating the Net Generation (2005)Reality is broken: why games make us better and how they can change the world (2012)Culture, Media, Language (1982)Triangulation in qualitative tourism research (1999)Mediating Tourist Experiences (2009)(Un)Conventional Voyages?—Star Trek: The Cruise and the Themed Cruise Experience (2019)Signs of Heritage—An Agent-Based Model of the Dynamics of Heritage Categories (2019)Tourism demand forecasting with online news data mining (2021)13 "DOES CULTURAL CAPITAL STRUCTURE AMERICAN CONSUMPTION?" (1998) (1998)Consumer Value: A Framework for Analysis and Research (1999)How Brand Community Practices Create Value (2009)Mental Illness Depictions in Prime-Time Drama: Identifying the Discursive Resources (1999)The Cambridge History of Twentieth-Century English Literature (2005)FROM THE BOX IN THE CORNER TO THE BOX SET ON THE SHELF (2007)
this work references cited by second hop

References

  • 1992Textual poachers : television fans & participatory culture1,999 cited
  • 1997TV Drama in Transition181 cited

Cited by

  • 2011Mediatized tourism140 cited
  • 2012Alternate Reality Games as Platforms for Practicing 21st-Century Literacies53 cited
  • 2013Engaging online students through the gamification of learning materials: The present and the future.35 cited
  • 2015Transmedia world-building: The Shadow (1931–present) and Transformers (1984–present)33 cited
  • 2009Underpinning the paradoxes in the artistic fields of MySpace: the problematization of values and popularity in convergence culture32 cited
  • 2009Hybrid stories: Examining the future of transmedia narrative22 cited
  • 2014Audience Reception of Cross- and Transmedia TV Drama in the Age of Convergence18 cited
  • 2017Exercising library and information literacies through alternate reality gaming11 cited
  • 2012Playing for Plot in the Lost and Portal Franchises11 cited
  • 2011Lost in a Transmedia Storytelling Franchise: Rethinking Transmedia Engagement6 cited
  • 2015Promotional alternate reality games – more than “just” marketing4 cited
  • 2012Entertainment Architecture: Constructing a framework for the creation of an emerging transmedia form3 cited

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