Tricksters, Games and Transformation

Chapter
Part of the Gaming Media and Social Effects book series (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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Copyright information

© Springer Nature Singapore Pte Ltd. 2018

Authors and Affiliations

  1. 1.AWHIWORLDWhangareiNew Zealand

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