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Tricksters, Games and Transformation

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Part of the book series: Gaming Media and Social Effects ((GMSE))

Abstract

This chapter weaves together trickster figures, emerging game formats and transformative learning theories, and explores relationships between these discourses and experiences. Tricksters are argued to have new twenty-first century Western relevance . Augmented Reality and Alternate Reality Games are described as trickster tools. A potential relationship between these tools and transformative learning is outlined.

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Notes

  1. 1.

    Some aspects of this article were published already as part of the authors Ph.D. thesis noted in reference list

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Correspondence to Maggie Buxton .

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Buxton, M. (2018). Tricksters, Games and Transformation. In: Cermak-Sassenrath, D. (eds) Playful Disruption of Digital Media. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-10-1891-6_14

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