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Alternate Reality Games Blur Reality and Fiction

机译:替代现实游戏模糊现实与虚构

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In 2001, Jonathan Waite was living in South Korea and lurking around in a futuristic online whodunit called The Beast. Seven years later, most of his friends and acquaintances come from playing so-called alternate reality games, which blur the line between reality and fiction, and entertainment and advertising. "It's a boon for a person like me, who likes to talk to people but doesn't always have people nearby," said Waite, 31, proprietor, ARGNet (Alternate Reality Gaming Network). The story-driven, reality-bending genre is also referred to as 'immersive fiction' and has a fellowship of devotees that is equally split between genders.
机译:2001年,乔纳森·怀特(Jonathan Waite)居住在韩国,潜伏在一个名为“野兽”的未来派在线电影中。七年后,他的大多数朋友和熟人都来自玩所谓的替代现实游戏,这种游戏模糊了现实与虚构,娱乐与广告之间的界线。 “对像我这样的人来说,这是一个福音,他喜欢和人聊天,但并不总是在附近有人。” ARGNet(替代现实游戏网络)的所有者,31岁的韦特说。故事驱动的,具有现实意义的流派也被称为“沉浸式小说”,由奉献者组成,男女平等。

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  • 来源
    《Dataquest》 |2008年第11期|p.111|共1页
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  • 正文语种 eng
  • 中图分类 计算技术、计算机技术;
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  • 入库时间 2022-08-18 00:39:54

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