Alternate Worlds

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Alternate Worlds

Alternate Worlds was first published in 1975 and became an instant classic, winning a Hugo award. This third edition brings the history of science fiction up to date, covering developments over the past forty years--a period that has seen the advent of technologies only imagined in the genre's Golden Age. As a literature of change, science fiction has become ever more meaningful, presaging dangers to humanity and, as Alvin Toffler wrote, guarding against "the premature arrival of the future." The world has begun to recognize science fiction in many different ways, incorporating its elements in products, visual media and huge conventions.
The Alternate History

Author: Karen Hellekson
language: en
Publisher: Kent State University Press
Release Date: 2001
What would the world be like is history had taken a different course? Science fiction literature has long contemplated this question, and this text analyzes alternate history science fiction through a variety of historical models. It raises questions of narrative, writers, temporality and time.
Alternate Reality Games

Using textual analysis, interviews with game designers, audience surveys, and close analysis of player forum discussion, this book examines the unique nature of the producer/consumer relationship within promotional Alternate Reality Games (ARGs). Historically, ARGs are rooted in advertising as much as they are in narrative storytelling. As designers often have to respond to player actions as the game progresses, players can have an impact on the storyline, on character behaviour, and potentially on the final resolution of the narrative. This book explores how both media consumers and producers are responding to this new reconfiguration of the producer/consumer/prosumer dynamic in order to better understand the diverse advertising experiences available to media audiences today. With a focus on participatory culture and the political economy of promotional communications, this in-depth analysis of ARGs will appeal to academics and researchers in the fields of games, film, advertising, and media and cultural studies.