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