Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game

FieldValue
dc.contributor.authorPayette, Steve
dc.date.accessioned2011-12-13T19:56:21Z
dc.date.available2011-12-13T19:56:21Z
dc.date.created2012
dc.date.issued2012
dc.identifier.urihttp://hdl.handle.net/10393/20482
dc.identifier.urihttp://dx.doi.org/10.20381/ruor-5092
dc.description.abstractAlternate reality games (ARG) are a relatively new type of game that distributes game content across several media without explicitly identifying that content as part of a game. While players benefit from this aesthetically immersive experience the type of game has the potential to cause confusion over the status of its dispersed content as real or as part of a game. This thesis offers a case study of the 2012 game. The case is contextualized within the disciplines of media studies and games studies, in a wider digital culture where the ubiquity of technology converges to user experience design. A theoretical framework based on Charles S. Peirce’s semiotic, supplemented by Erving Goffman’s frame analysis and James J. Liszka’s transvaluation theory is used to explain the ARG’s problematic relation to the experience of reality.
dc.language.isoen
dc.publisherUniversité d'Ottawa / University of Ottawa
dc.subjectalternate reality game
dc.subjecttransmedia
dc.subjectsemiotic
dc.subjecttransvaluation
dc.subjectframe analysis
dc.titlePlaying with Reality: Frame Valuations and the 2012 Alternate Reality Game
dc.typeThesis
dc.faculty.departmentCommunication
dc.contributor.supervisorAndacht, Fernando
dc.embargo.termsimmediate
dc.degree.nameMA
dc.degree.levelmasters
dc.degree.disciplinearts
thesis.degree.nameMA
thesis.degree.levelMasters
thesis.degree.disciplinearts
uottawa.departmentCommunication
CollectionThèses, 2011 - // Theses, 2011 -

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